Refactored both simulators (water and lava) to make them more flexible and easier to modify
git-svn-id: http://mc-server.googlecode.com/svn/trunk@108 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
62737fd163
commit
d6953a7ea2
@ -229,6 +229,7 @@
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|||||||
<ClCompile Include="..\source\cEnderman.cpp" />
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<ClCompile Include="..\source\cEnderman.cpp" />
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<ClCompile Include="..\source\cEvent.cpp" />
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<ClCompile Include="..\source\cEvent.cpp" />
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||||||
<ClCompile Include="..\source\cFileFormatUpdater.cpp" />
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<ClCompile Include="..\source\cFileFormatUpdater.cpp" />
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||||||
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<ClCompile Include="..\source\cFluidSimulator.cpp" />
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<ClCompile Include="..\source\cFurnaceEntity.cpp" />
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<ClCompile Include="..\source\cFurnaceEntity.cpp" />
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||||||
<ClCompile Include="..\Source\cFurnaceRecipe.cpp" />
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<ClCompile Include="..\Source\cFurnaceRecipe.cpp" />
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<ClCompile Include="..\source\cFurnaceWindow.cpp" />
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<ClCompile Include="..\source\cFurnaceWindow.cpp" />
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@ -366,6 +367,7 @@
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|||||||
<ClInclude Include="..\source\cEnderman.h" />
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<ClInclude Include="..\source\cEnderman.h" />
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||||||
<ClInclude Include="..\source\cEvent.h" />
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<ClInclude Include="..\source\cEvent.h" />
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||||||
<ClInclude Include="..\source\cFileFormatUpdater.h" />
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<ClInclude Include="..\source\cFileFormatUpdater.h" />
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||||||
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<ClInclude Include="..\source\cFluidSimulator.h" />
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||||||
<ClInclude Include="..\source\cFurnaceEntity.h" />
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<ClInclude Include="..\source\cFurnaceEntity.h" />
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<ClInclude Include="..\Source\cFurnaceRecipe.h" />
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<ClInclude Include="..\Source\cFurnaceRecipe.h" />
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<ClInclude Include="..\source\cFurnaceWindow.h" />
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<ClInclude Include="..\source\cFurnaceWindow.h" />
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@ -322,9 +322,6 @@
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|||||||
<Filter Include="Packets\cPacket_EntityStatus">
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<Filter Include="Packets\cPacket_EntityStatus">
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||||||
<UniqueIdentifier>{dee92edf-fe18-479a-9108-b11353e14913}</UniqueIdentifier>
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<UniqueIdentifier>{dee92edf-fe18-479a-9108-b11353e14913}</UniqueIdentifier>
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||||||
</Filter>
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</Filter>
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||||||
<Filter Include="cWaterSimulator">
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||||||
<UniqueIdentifier>{02fd457d-3735-4f4b-aaf2-f7701a7ee7bc}</UniqueIdentifier>
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||||||
</Filter>
|
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||||||
<Filter Include="Threading\cSocket">
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<Filter Include="Threading\cSocket">
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||||||
<UniqueIdentifier>{82fda897-4c61-4ada-9160-8ae3982a72f8}</UniqueIdentifier>
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<UniqueIdentifier>{82fda897-4c61-4ada-9160-8ae3982a72f8}</UniqueIdentifier>
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</Filter>
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</Filter>
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@ -382,9 +379,6 @@
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<Filter Include="cPiston">
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<Filter Include="cPiston">
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||||||
<UniqueIdentifier>{4f551776-009b-4f05-8ab8-748b82279a67}</UniqueIdentifier>
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<UniqueIdentifier>{4f551776-009b-4f05-8ab8-748b82279a67}</UniqueIdentifier>
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</Filter>
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</Filter>
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<Filter Include="cLavaSimulator">
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<UniqueIdentifier>{b0401fd9-4021-4ab7-bf61-c8de112b4196}</UniqueIdentifier>
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</Filter>
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<Filter Include="LuaBindings\SquirrelBindings">
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<Filter Include="LuaBindings\SquirrelBindings">
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<UniqueIdentifier>{a71ee043-df55-4d42-a9aa-1643b40e1c22}</UniqueIdentifier>
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<UniqueIdentifier>{a71ee043-df55-4d42-a9aa-1643b40e1c22}</UniqueIdentifier>
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</Filter>
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</Filter>
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@ -403,6 +397,15 @@
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<Filter Include="cChunkGenerator">
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<Filter Include="cChunkGenerator">
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<UniqueIdentifier>{0d6f822b-71eb-406f-b17a-d188c4924283}</UniqueIdentifier>
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<UniqueIdentifier>{0d6f822b-71eb-406f-b17a-d188c4924283}</UniqueIdentifier>
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</Filter>
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</Filter>
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||||||
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<Filter Include="cFluidSimulator">
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<UniqueIdentifier>{6f92474b-e2a5-4685-abf1-053b09dbc4f1}</UniqueIdentifier>
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</Filter>
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<Filter Include="cFluidSimulator\cWaterSimulator">
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<UniqueIdentifier>{02fd457d-3735-4f4b-aaf2-f7701a7ee7bc}</UniqueIdentifier>
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</Filter>
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<Filter Include="cFluidSimulator\cLavaSimulator">
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<UniqueIdentifier>{b0401fd9-4021-4ab7-bf61-c8de112b4196}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\source\cServer.cpp">
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<ClCompile Include="..\source\cServer.cpp">
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@ -725,7 +728,7 @@
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<Filter>Packets\cPacket_EntityStatus</Filter>
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<Filter>Packets\cPacket_EntityStatus</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\source\cWaterSimulator.cpp">
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<ClCompile Include="..\source\cWaterSimulator.cpp">
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<Filter>cWaterSimulator</Filter>
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<Filter>cFluidSimulator\cWaterSimulator</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\source\cSocket.cpp">
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<ClCompile Include="..\source\cSocket.cpp">
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<Filter>Threading\cSocket</Filter>
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<Filter>Threading\cSocket</Filter>
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@ -788,7 +791,7 @@
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<Filter>cPiston</Filter>
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<Filter>cPiston</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\source\cLavaSimulator.cpp">
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<ClCompile Include="..\source\cLavaSimulator.cpp">
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<Filter>cLavaSimulator</Filter>
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<Filter>cFluidSimulator\cLavaSimulator</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\source\SquirrelBindings.cpp">
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<ClCompile Include="..\source\SquirrelBindings.cpp">
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<Filter>LuaBindings\SquirrelBindings</Filter>
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<Filter>LuaBindings\SquirrelBindings</Filter>
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@ -808,6 +811,9 @@
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<ClCompile Include="..\source\cChunkGenerator.cpp">
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<ClCompile Include="..\source\cChunkGenerator.cpp">
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<Filter>cChunkGenerator</Filter>
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<Filter>cChunkGenerator</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\source\cFluidSimulator.cpp">
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<Filter>cFluidSimulator</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\source\cServer.h">
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<ClInclude Include="..\source\cServer.h">
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@ -1162,7 +1168,7 @@
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<Filter>Packets\cPacket_EntityStatus</Filter>
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<Filter>Packets\cPacket_EntityStatus</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\source\cWaterSimulator.h">
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<ClInclude Include="..\source\cWaterSimulator.h">
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<Filter>cWaterSimulator</Filter>
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<Filter>cFluidSimulator\cWaterSimulator</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\source\cSocket.h">
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<ClInclude Include="..\source\cSocket.h">
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<Filter>Threading\cSocket</Filter>
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<Filter>Threading\cSocket</Filter>
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@ -1228,7 +1234,7 @@
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<Filter>cPiston</Filter>
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<Filter>cPiston</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\source\cLavaSimulator.h">
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<ClInclude Include="..\source\cLavaSimulator.h">
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<Filter>cLavaSimulator</Filter>
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<Filter>cFluidSimulator\cLavaSimulator</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\source\SquirrelBindings.h">
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<ClInclude Include="..\source\SquirrelBindings.h">
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<Filter>LuaBindings\SquirrelBindings</Filter>
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<Filter>LuaBindings\SquirrelBindings</Filter>
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@ -1248,6 +1254,9 @@
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<ClInclude Include="..\source\cChunkGenerator.h">
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<ClInclude Include="..\source\cChunkGenerator.h">
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<Filter>cChunkGenerator</Filter>
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<Filter>cChunkGenerator</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\source\cFluidSimulator.h">
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<Filter>cFluidSimulator</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="..\source\AllToLua.pkg">
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<None Include="..\source\AllToLua.pkg">
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304
source/cFluidSimulator.cpp
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304
source/cFluidSimulator.cpp
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@ -0,0 +1,304 @@
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#include "cFluidSimulator.h"
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#include "cWorld.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include <vector>
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class cFluidSimulator::FluidData
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{
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public:
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FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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: m_ActiveFluid( new std::vector< Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::vector< Vector3i >() )
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, m_World( a_World )
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{}
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std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
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{
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std::vector< Vector3i > Points;
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if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
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{
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Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
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return Points;
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}
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Vector3i LowerPoints [] = {
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Vector3i( a_X-1, a_Y-1, a_Z ),
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Vector3i( a_X+1, a_Y-1, a_Z ),
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Vector3i( a_X, a_Y-1, a_Z-1 ),
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Vector3i( a_X, a_Y-1, a_Z+1 ),
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};
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bool bFluidFound = false;
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for( int i = 0; i < 4; ++i )
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{
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char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
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char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
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if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
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{
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Points.push_back( LowerPoints[i] );
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LowerPoints[i].y = a_Y;
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Points.push_back( LowerPoints[i] );
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}
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else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
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{
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bFluidFound = true;
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}
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}
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if( Points.size() == 0 && !bFluidFound )
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_X-1, a_Y, a_Z ),
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Vector3i( a_X+1, a_Y, a_Z ),
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Vector3i( a_X, a_Y, a_Z-1 ),
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Vector3i( a_X, a_Y, a_Z+1 ),
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};
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for( int i = 0; i < 4; ++i )
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{
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char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
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if( m_Simulator->IsPassableForFluid(Block) )
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Points.push_back( LevelPoints[i] );
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}
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}
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return Points;
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}
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std::vector< Vector3i >* m_ActiveFluid;
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std::vector< Vector3i >* m_Buffer;
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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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: m_World(a_World)
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, m_Data(new FluidData(a_World, this))
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{
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}
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cFluidSimulator::~cFluidSimulator()
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{
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}
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void cFluidSimulator::WakeUp( int a_X, int a_Y, int a_Z )
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{
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AddBlock( a_X, a_Y, a_Z );
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AddBlock( a_X-1, a_Y, a_Z );
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AddBlock( a_X+1, a_Y, a_Z );
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AddBlock( a_X, a_Y-1, a_Z );
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AddBlock( a_X, a_Y+1, a_Z );
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AddBlock( a_X, a_Y, a_Z-1 );
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AddBlock( a_X, a_Y, a_Z+1 );
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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// Check for duplicates
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std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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{
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Vector3i & pos = *itr;
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if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
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return;
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}
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ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + 1;
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//TODO Remove define function
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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{ \
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char Meta; \
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if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
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else if( Meta == m_MaxHeight + 1 ) Max = 0; \
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if( Max == 0 ) return 0; \
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}
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__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
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return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
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return;
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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Vector3i & pos = *itr;
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char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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{
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bool bIsFed = false;
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char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
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char Feed = Meta;
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if( Meta & 8 ) // Falling fluid
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{
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if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
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{
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bIsFed = true;
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Meta = 0; // Make it a full block
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}
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}
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else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
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{
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bIsFed = true;
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}
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else
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{
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if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
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bIsFed = true;
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}
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if( bIsFed )
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{
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char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
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if( IsPassableForFluid(DownID) ) // free for fluid
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{
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m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
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AddBlock( pos.x, pos.y-1, pos.z );
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}
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else // Not falling
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{
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if( Feed + m_FlowReduction < Meta )
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
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AddBlock( pos.x, pos.y, pos.z );
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}
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else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
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{
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std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
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for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
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{
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Vector3i & p = *itr;
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char BlockID = m_World->GetBlock( p.x, p.y, p.z );
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if( !IsAllowedBlock( BlockID ) )
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|
{
|
||||||
|
if( p.y == pos.y )
|
||||||
|
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
|
||||||
|
else
|
||||||
|
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
|
||||||
|
AddBlock( p.x, p.y, p.z );
|
||||||
|
}
|
||||||
|
else // it's fluid
|
||||||
|
{
|
||||||
|
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
|
||||||
|
if( PointMeta > Meta + m_FlowReduction )
|
||||||
|
{
|
||||||
|
AddBlock( p.x, p.y, p.z );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // not fed
|
||||||
|
{
|
||||||
|
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
|
||||||
|
WakeUp( pos.x, pos.y, pos.z );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO Not working very well yet :s
|
||||||
|
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
|
||||||
|
{
|
||||||
|
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||||||
|
if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
|
||||||
|
return NONE;
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
Disabled because of causing problems and beeing useless atm
|
||||||
|
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
|
||||||
|
if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
|
||||||
|
return Y_MINUS;
|
||||||
|
*/
|
||||||
|
|
||||||
|
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
|
||||||
|
int X, Y, Z; //Lowest Pos will be stored here
|
||||||
|
|
||||||
|
if(IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
|
||||||
|
{
|
||||||
|
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector< Vector3i * > Points;
|
||||||
|
|
||||||
|
//add blocks around the checking pos
|
||||||
|
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
|
||||||
|
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
|
||||||
|
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
|
||||||
|
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
|
||||||
|
|
||||||
|
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
|
||||||
|
{
|
||||||
|
Vector3i *Pos = (*it);
|
||||||
|
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
|
||||||
|
if(IsAllowedBlock(BlockID))
|
||||||
|
{
|
||||||
|
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
|
||||||
|
|
||||||
|
if(Meta > LowestPoint)
|
||||||
|
{
|
||||||
|
LowestPoint = Meta;
|
||||||
|
X = Pos->x;
|
||||||
|
Y = Pos->y;
|
||||||
|
Z = Pos->z;
|
||||||
|
}
|
||||||
|
}else if(BlockID == E_BLOCK_AIR)
|
||||||
|
{
|
||||||
|
LowestPoint = 9; //This always dominates
|
||||||
|
X = Pos->x;
|
||||||
|
Y = Pos->y;
|
||||||
|
Z = Pos->z;
|
||||||
|
|
||||||
|
}
|
||||||
|
delete Pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
|
||||||
|
return NONE;
|
||||||
|
|
||||||
|
if(a_X - X > 0)
|
||||||
|
{
|
||||||
|
return X_MINUS;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(a_X - X < 0)
|
||||||
|
{
|
||||||
|
return X_PLUS;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(a_Z - Z > 0)
|
||||||
|
{
|
||||||
|
return Z_MINUS;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(a_Z - Z < 0)
|
||||||
|
{
|
||||||
|
return Z_PLUS;
|
||||||
|
}
|
||||||
|
|
||||||
|
return NONE;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
49
source/cFluidSimulator.h
Normal file
49
source/cFluidSimulator.h
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
|
||||||
|
//TODO This definitly needs a better naming :D but how?
|
||||||
|
enum Direction
|
||||||
|
{
|
||||||
|
X_PLUS,
|
||||||
|
X_MINUS,
|
||||||
|
Y_PLUS,
|
||||||
|
Y_MINUS,
|
||||||
|
Z_PLUS,
|
||||||
|
Z_MINUS,
|
||||||
|
NONE
|
||||||
|
};
|
||||||
|
|
||||||
|
class Vector3i;
|
||||||
|
class cWorld;
|
||||||
|
class cFluidSimulator
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
cFluidSimulator( cWorld* a_World );
|
||||||
|
~cFluidSimulator();
|
||||||
|
|
||||||
|
virtual void Simulate( float a_Dt );
|
||||||
|
void WakeUp( int a_X, int a_Y, int a_Z );
|
||||||
|
|
||||||
|
//Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
|
||||||
|
Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
|
||||||
|
|
||||||
|
virtual inline bool IsAllowedBlock( char a_BlockID ) = 0;
|
||||||
|
virtual inline bool IsPassableForFluid( char a_BlockID ) = 0;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void AddBlock( int a_X, int a_Y, int a_Z);
|
||||||
|
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
|
||||||
|
|
||||||
|
|
||||||
|
float m_Timer;
|
||||||
|
cWorld* m_World;
|
||||||
|
|
||||||
|
class FluidData;
|
||||||
|
FluidData* m_Data;
|
||||||
|
|
||||||
|
//Customize
|
||||||
|
char m_FluidBlock;
|
||||||
|
char m_MaxHeight;
|
||||||
|
char m_FlowReduction;
|
||||||
|
|
||||||
|
};
|
@ -1,216 +1,23 @@
|
|||||||
#include "cLavaSimulator.h"
|
#include "cLavaSimulator.h"
|
||||||
#include "cWorld.h"
|
#include "Defines.h"
|
||||||
#include "Vector3i.h"
|
|
||||||
#include "BlockID.h"
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
class cLavaSimulator::LavaData
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
LavaData( cWorld* a_World )
|
|
||||||
: m_ActiveLava( new std::vector< Vector3i >() )
|
|
||||||
, m_Buffer( new std::vector< Vector3i >() )
|
|
||||||
, m_World( a_World )
|
|
||||||
{}
|
|
||||||
|
|
||||||
std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
std::vector< Vector3i > Points;
|
|
||||||
if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
|
|
||||||
{
|
|
||||||
Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
|
|
||||||
return Points;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3i LowerPoints [] = {
|
|
||||||
Vector3i( a_X-1, a_Y-1, a_Z ),
|
|
||||||
Vector3i( a_X+1, a_Y-1, a_Z ),
|
|
||||||
Vector3i( a_X, a_Y-1, a_Z-1 ),
|
|
||||||
Vector3i( a_X, a_Y-1, a_Z+1 ),
|
|
||||||
};
|
|
||||||
bool bLavaFound = false;
|
|
||||||
for( int i = 0; i < 4; ++i )
|
|
||||||
{
|
|
||||||
char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
|
|
||||||
char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
|
|
||||||
if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
|
|
||||||
{
|
|
||||||
Points.push_back( LowerPoints[i] );
|
|
||||||
LowerPoints[i].y = a_Y;
|
|
||||||
Points.push_back( LowerPoints[i] );
|
|
||||||
}
|
|
||||||
else if( (Block2 == E_BLOCK_LAVA || Block2 == E_BLOCK_STATIONARY_LAVA ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_LAVA || Block1 == E_BLOCK_STATIONARY_LAVA ) )
|
|
||||||
{
|
|
||||||
bLavaFound = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if( Points.size() == 0 && !bLavaFound )
|
|
||||||
{
|
|
||||||
Vector3i LevelPoints [] = {
|
|
||||||
Vector3i( a_X-1, a_Y, a_Z ),
|
|
||||||
Vector3i( a_X+1, a_Y, a_Z ),
|
|
||||||
Vector3i( a_X, a_Y, a_Z-1 ),
|
|
||||||
Vector3i( a_X, a_Y, a_Z+1 ),
|
|
||||||
};
|
|
||||||
for( int i = 0; i < 4; ++i )
|
|
||||||
{
|
|
||||||
char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
|
|
||||||
if( Block == E_BLOCK_AIR || Block == E_BLOCK_LAVA || Block == E_BLOCK_STATIONARY_LAVA )
|
|
||||||
Points.push_back( LevelPoints[i] );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return Points;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector< Vector3i >* m_ActiveLava;
|
|
||||||
std::vector< Vector3i >* m_Buffer;
|
|
||||||
cWorld* m_World;
|
|
||||||
};
|
|
||||||
|
|
||||||
cLavaSimulator::cLavaSimulator(cWorld *a_World)
|
cLavaSimulator::cLavaSimulator(cWorld *a_World)
|
||||||
: m_World( a_World )
|
: cFluidSimulator(a_World)
|
||||||
, m_Data( new LavaData( a_World ) )
|
|
||||||
{
|
{
|
||||||
}
|
m_FluidBlock = E_BLOCK_LAVA;
|
||||||
|
m_MaxHeight = 6;
|
||||||
cLavaSimulator::~cLavaSimulator()
|
m_FlowReduction = 2;
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void cLavaSimulator::WakeUp( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
AddBlock( a_X, a_Y, a_Z );
|
|
||||||
AddBlock( a_X-1, a_Y, a_Z );
|
|
||||||
AddBlock( a_X+1, a_Y, a_Z );
|
|
||||||
AddBlock( a_X, a_Y-1, a_Z );
|
|
||||||
AddBlock( a_X, a_Y+1, a_Z );
|
|
||||||
AddBlock( a_X, a_Y, a_Z-1 );
|
|
||||||
AddBlock( a_X, a_Y, a_Z+1 );
|
|
||||||
}
|
|
||||||
|
|
||||||
void cLavaSimulator::AddBlock( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
// Check for duplicates
|
|
||||||
std::vector< Vector3i > & ActiveLava = *m_Data->m_ActiveLava;
|
|
||||||
for( std::vector< Vector3i >::iterator itr = ActiveLava.begin(); itr != ActiveLava.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & pos = *itr;
|
|
||||||
if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ActiveLava.push_back( Vector3i( a_X, a_Y, a_Z ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
char cLavaSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
char Max = 8;
|
|
||||||
#define __HIGHLEVEL_CHECK__( x, y, z ) \
|
|
||||||
if( IsLavaBlock( m_World->GetBlock( x, y, z ) ) ) \
|
|
||||||
{ \
|
|
||||||
char Meta; \
|
|
||||||
if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
|
|
||||||
else if( Meta == 8 ) Max = 0; \
|
|
||||||
if( Max == 0 ) return 0; \
|
|
||||||
}
|
|
||||||
|
|
||||||
__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
|
|
||||||
|
|
||||||
return Max;
|
|
||||||
}
|
|
||||||
|
|
||||||
void cLavaSimulator::Simulate( float a_Dt )
|
|
||||||
{
|
|
||||||
m_Timer += a_Dt;
|
|
||||||
|
|
||||||
std::swap( m_Data->m_ActiveLava, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveLava array
|
|
||||||
m_Data->m_ActiveLava->clear();
|
|
||||||
|
|
||||||
std::vector< Vector3i > & LavaBlocks = *m_Data->m_Buffer;
|
|
||||||
for( std::vector< Vector3i >::iterator itr = LavaBlocks.begin(); itr != LavaBlocks.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & pos = *itr;
|
|
||||||
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
|
|
||||||
if( IsLavaBlock( BlockID ) ) // only care about lava
|
|
||||||
{
|
|
||||||
bool bIsFed = false;
|
|
||||||
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
|
|
||||||
char Feed = Meta;
|
|
||||||
if( Meta == 8 ) // Falling lava
|
|
||||||
{
|
|
||||||
if( IsLavaBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is lava
|
|
||||||
{
|
|
||||||
bIsFed = true;
|
|
||||||
Meta = 0; // Make it a full block
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if( Meta <= 2 )
|
|
||||||
{
|
|
||||||
bIsFed = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
|
|
||||||
bIsFed = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if( bIsFed )
|
bool cLavaSimulator::IsAllowedBlock(char a_BlockID)
|
||||||
{
|
{
|
||||||
char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
|
return IsBlockLava(a_BlockID);
|
||||||
if( DownID == E_BLOCK_AIR || IsLavaBlock( DownID ) ) // free for Lava
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_LAVA, 8 ); // falling
|
|
||||||
AddBlock( pos.x, pos.y-1, pos.z );
|
|
||||||
}
|
|
||||||
else // Not falling Lava
|
|
||||||
{
|
|
||||||
if( Feed+2 < Meta )
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_LAVA, Feed+2 );
|
|
||||||
AddBlock( pos.x, pos.y, pos.z );
|
|
||||||
}
|
|
||||||
else if( Meta < 6 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
|
|
||||||
{
|
|
||||||
std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
|
|
||||||
for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & p = *itr;
|
|
||||||
char BlockID = m_World->GetBlock( p.x, p.y, p.z );
|
|
||||||
if( !IsLavaBlock( BlockID ) )
|
|
||||||
{
|
|
||||||
if( p.y == pos.y )
|
|
||||||
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_LAVA, Meta+2);
|
|
||||||
else
|
|
||||||
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_LAVA, 8);
|
|
||||||
AddBlock( p.x, p.y, p.z );
|
|
||||||
}
|
|
||||||
else // it's Lava
|
|
||||||
{
|
|
||||||
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
|
|
||||||
if( PointMeta > Meta+2 )
|
|
||||||
{
|
|
||||||
AddBlock( p.x, p.y, p.z );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else // not fed
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
|
|
||||||
WakeUp( pos.x, pos.y, pos.z );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool cLavaSimulator::IsLavaBlock( char a_BlockID )
|
|
||||||
|
bool cLavaSimulator::IsPassableForFluid(char a_BlockID)
|
||||||
{
|
{
|
||||||
return a_BlockID == E_BLOCK_LAVA || a_BlockID == E_BLOCK_STATIONARY_LAVA;
|
return ( a_BlockID == E_BLOCK_AIR || IsAllowedBlock(a_BlockID) );
|
||||||
}
|
}
|
@ -1,25 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include "cFluidSimulator.h"
|
||||||
|
|
||||||
class Vector3i;
|
class cLavaSimulator : public cFluidSimulator
|
||||||
class cWorld;
|
|
||||||
class cLavaSimulator
|
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
cLavaSimulator( cWorld* a_World );
|
cLavaSimulator( cWorld* a_World );
|
||||||
~cLavaSimulator();
|
|
||||||
|
|
||||||
void Simulate( float a_Dt );
|
virtual inline bool IsAllowedBlock( char a_BlockID );
|
||||||
void WakeUp( int a_X, int a_Y, int a_Z );
|
virtual inline bool IsPassableForFluid( char a_BlockID );
|
||||||
|
|
||||||
private:
|
|
||||||
void AddBlock( int a_X, int a_Y, int a_Z);
|
|
||||||
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
|
|
||||||
|
|
||||||
bool IsLavaBlock( char a_BlockID );
|
|
||||||
|
|
||||||
float m_Timer;
|
|
||||||
cWorld* m_World;
|
|
||||||
|
|
||||||
class LavaData;
|
|
||||||
LavaData* m_Data;
|
|
||||||
};
|
};
|
@ -1,306 +1,23 @@
|
|||||||
#include "cWaterSimulator.h"
|
#include "cWaterSimulator.h"
|
||||||
#include "cWorld.h"
|
|
||||||
#include "Vector3i.h"
|
|
||||||
#include "BlockID.h"
|
|
||||||
#include "Defines.h"
|
#include "Defines.h"
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
class cWaterSimulator::WaterData
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
WaterData( cWorld* a_World )
|
|
||||||
: m_ActiveWater( new std::vector< Vector3i >() )
|
|
||||||
, m_Buffer( new std::vector< Vector3i >() )
|
|
||||||
, m_World( a_World )
|
|
||||||
{}
|
|
||||||
|
|
||||||
std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
std::vector< Vector3i > Points;
|
|
||||||
if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
|
|
||||||
{
|
|
||||||
Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
|
|
||||||
return Points;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3i LowerPoints [] = {
|
|
||||||
Vector3i( a_X-1, a_Y-1, a_Z ),
|
|
||||||
Vector3i( a_X+1, a_Y-1, a_Z ),
|
|
||||||
Vector3i( a_X, a_Y-1, a_Z-1 ),
|
|
||||||
Vector3i( a_X, a_Y-1, a_Z+1 ),
|
|
||||||
};
|
|
||||||
bool bWaterFound = false;
|
|
||||||
for( int i = 0; i < 4; ++i )
|
|
||||||
{
|
|
||||||
char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
|
|
||||||
char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
|
|
||||||
if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
|
|
||||||
{
|
|
||||||
Points.push_back( LowerPoints[i] );
|
|
||||||
LowerPoints[i].y = a_Y;
|
|
||||||
Points.push_back( LowerPoints[i] );
|
|
||||||
}
|
|
||||||
else if( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
|
|
||||||
{
|
|
||||||
bWaterFound = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if( Points.size() == 0 && !bWaterFound )
|
|
||||||
{
|
|
||||||
Vector3i LevelPoints [] = {
|
|
||||||
Vector3i( a_X-1, a_Y, a_Z ),
|
|
||||||
Vector3i( a_X+1, a_Y, a_Z ),
|
|
||||||
Vector3i( a_X, a_Y, a_Z-1 ),
|
|
||||||
Vector3i( a_X, a_Y, a_Z+1 ),
|
|
||||||
};
|
|
||||||
for( int i = 0; i < 4; ++i )
|
|
||||||
{
|
|
||||||
char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
|
|
||||||
if( Block == E_BLOCK_AIR || Block == E_BLOCK_WATER || Block == E_BLOCK_STATIONARY_WATER )
|
|
||||||
Points.push_back( LevelPoints[i] );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return Points;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector< Vector3i >* m_ActiveWater;
|
|
||||||
std::vector< Vector3i >* m_Buffer;
|
|
||||||
cWorld* m_World;
|
|
||||||
};
|
|
||||||
|
|
||||||
cWaterSimulator::cWaterSimulator(cWorld *a_World)
|
cWaterSimulator::cWaterSimulator(cWorld *a_World)
|
||||||
: m_World( a_World )
|
: cFluidSimulator(a_World)
|
||||||
, m_Data( new WaterData( a_World ) )
|
|
||||||
{
|
{
|
||||||
}
|
m_FluidBlock = E_BLOCK_WATER;
|
||||||
|
m_MaxHeight = 7;
|
||||||
cWaterSimulator::~cWaterSimulator()
|
m_FlowReduction = 1;
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void cWaterSimulator::WakeUp( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
AddBlock( a_X, a_Y, a_Z );
|
|
||||||
AddBlock( a_X-1, a_Y, a_Z );
|
|
||||||
AddBlock( a_X+1, a_Y, a_Z );
|
|
||||||
AddBlock( a_X, a_Y-1, a_Z );
|
|
||||||
AddBlock( a_X, a_Y+1, a_Z );
|
|
||||||
AddBlock( a_X, a_Y, a_Z-1 );
|
|
||||||
AddBlock( a_X, a_Y, a_Z+1 );
|
|
||||||
}
|
|
||||||
|
|
||||||
void cWaterSimulator::AddBlock( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
// Check for duplicates
|
|
||||||
std::vector< Vector3i > & ActiveWater = *m_Data->m_ActiveWater;
|
|
||||||
for( std::vector< Vector3i >::iterator itr = ActiveWater.begin(); itr != ActiveWater.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & pos = *itr;
|
|
||||||
if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ActiveWater.push_back( Vector3i( a_X, a_Y, a_Z ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
char cWaterSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
|
|
||||||
{
|
|
||||||
char Max = 8;
|
|
||||||
#define __HIGHLEVEL_CHECK__( x, y, z ) \
|
|
||||||
if( IsWaterBlock( m_World->GetBlock( x, y, z ) ) ) \
|
|
||||||
{ \
|
|
||||||
char Meta; \
|
|
||||||
if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
|
|
||||||
else if( Meta == 8 ) Max = 0; \
|
|
||||||
if( Max == 0 ) return 0; \
|
|
||||||
}
|
|
||||||
|
|
||||||
__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
|
|
||||||
__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
|
|
||||||
|
|
||||||
return Max;
|
|
||||||
}
|
|
||||||
|
|
||||||
void cWaterSimulator::Simulate( float a_Dt )
|
|
||||||
{
|
|
||||||
m_Timer += a_Dt;
|
|
||||||
|
|
||||||
if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
|
|
||||||
return;
|
|
||||||
|
|
||||||
std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
|
|
||||||
m_Data->m_ActiveWater->clear();
|
|
||||||
|
|
||||||
std::vector< Vector3i > & WaterBlocks = *m_Data->m_Buffer;
|
|
||||||
for( std::vector< Vector3i >::iterator itr = WaterBlocks.begin(); itr != WaterBlocks.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & pos = *itr;
|
|
||||||
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
|
|
||||||
if( IsWaterBlock( BlockID ) ) // only care about water
|
|
||||||
{
|
|
||||||
bool bIsFed = false;
|
|
||||||
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
|
|
||||||
char Feed = Meta;
|
|
||||||
if( Meta == 8 ) // Falling water
|
|
||||||
{
|
|
||||||
if( IsWaterBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is water
|
|
||||||
{
|
|
||||||
bIsFed = true;
|
|
||||||
Meta = 0; // Make it a full block
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if( Meta == 0 ) // It's a full block, so it's always fed
|
|
||||||
{
|
|
||||||
bIsFed = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
|
|
||||||
bIsFed = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if( bIsFed )
|
bool cWaterSimulator::IsAllowedBlock(char a_BlockID)
|
||||||
{
|
{
|
||||||
char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
|
return IsBlockWater(a_BlockID);
|
||||||
if( DownID == E_BLOCK_AIR || IsWaterBlock( DownID ) ) // free for water
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_WATER, 8 ); // falling
|
|
||||||
AddBlock( pos.x, pos.y-1, pos.z );
|
|
||||||
}
|
|
||||||
else // Not falling water
|
|
||||||
{
|
|
||||||
if( Feed+1 < Meta )
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_WATER, Feed+1 );
|
|
||||||
AddBlock( pos.x, pos.y, pos.z );
|
|
||||||
}
|
|
||||||
else if( Meta < 7 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
|
|
||||||
{
|
|
||||||
std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
|
|
||||||
for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
|
|
||||||
{
|
|
||||||
Vector3i & p = *itr;
|
|
||||||
char BlockID = m_World->GetBlock( p.x, p.y, p.z );
|
|
||||||
if( !IsWaterBlock( BlockID ) )
|
|
||||||
{
|
|
||||||
if( p.y == pos.y )
|
|
||||||
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, Meta+1);
|
|
||||||
else
|
|
||||||
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, 8);
|
|
||||||
AddBlock( p.x, p.y, p.z );
|
|
||||||
}
|
|
||||||
else // it's water
|
|
||||||
{
|
|
||||||
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
|
|
||||||
if( PointMeta > Meta+1 )
|
|
||||||
{
|
|
||||||
AddBlock( p.x, p.y, p.z );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else // not fed
|
|
||||||
{
|
|
||||||
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
|
|
||||||
WakeUp( pos.x, pos.y, pos.z );
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool cWaterSimulator::IsWaterBlock( char a_BlockID )
|
|
||||||
{
|
|
||||||
return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
|
|
||||||
}
|
|
||||||
|
|
||||||
//TODO Not working very well yet :s
|
|
||||||
Direction cWaterSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
|
|
||||||
{
|
|
||||||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
|
||||||
if(!IsBlockWater(BlockID)) //No Water -> No Flowing direction :D
|
|
||||||
return NONE;
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
Disabled because of causing problems and beeing useless atm
|
|
||||||
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or water below it -> dominating flow is down :D
|
|
||||||
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
|
|
||||||
return Y_MINUS;
|
|
||||||
*/
|
|
||||||
|
|
||||||
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
|
|
||||||
int X, Y, Z; //Lowest Pos will be stored here
|
|
||||||
|
|
||||||
if(IsBlockWater(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
|
|
||||||
{
|
|
||||||
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector< Vector3i * > Points;
|
|
||||||
|
|
||||||
//add blocks around the checking pos
|
|
||||||
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
|
|
||||||
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
|
|
||||||
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
|
|
||||||
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
|
|
||||||
|
|
||||||
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
|
|
||||||
{
|
|
||||||
Vector3i *Pos = (*it);
|
|
||||||
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
|
|
||||||
if(IsBlockWater(BlockID))
|
|
||||||
{
|
|
||||||
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
|
|
||||||
|
|
||||||
if(Meta > LowestPoint)
|
|
||||||
{
|
|
||||||
LowestPoint = Meta;
|
|
||||||
X = Pos->x;
|
|
||||||
Y = Pos->y;
|
|
||||||
Z = Pos->z;
|
|
||||||
}
|
|
||||||
}else if(BlockID == E_BLOCK_AIR)
|
|
||||||
{
|
|
||||||
LowestPoint = 9; //This always dominates
|
|
||||||
X = Pos->x;
|
|
||||||
Y = Pos->y;
|
|
||||||
Z = Pos->z;
|
|
||||||
|
|
||||||
}
|
|
||||||
delete Pos;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
|
bool cWaterSimulator::IsPassableForFluid(char a_BlockID)
|
||||||
return NONE;
|
|
||||||
|
|
||||||
if(a_X - X > 0)
|
|
||||||
{
|
{
|
||||||
return X_MINUS;
|
return ( a_BlockID == E_BLOCK_AIR || IsAllowedBlock(a_BlockID) );
|
||||||
}
|
|
||||||
|
|
||||||
if(a_X - X < 0)
|
|
||||||
{
|
|
||||||
return X_PLUS;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(a_Z - Z > 0)
|
|
||||||
{
|
|
||||||
return Z_MINUS;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(a_Z - Z < 0)
|
|
||||||
{
|
|
||||||
return Z_PLUS;
|
|
||||||
}
|
|
||||||
|
|
||||||
return NONE;
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
@ -1,43 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include "cFluidSimulator.h"
|
||||||
|
|
||||||
|
class cWaterSimulator : public cFluidSimulator
|
||||||
//TODO This definitly needs a better naming :D but how?
|
|
||||||
enum Direction
|
|
||||||
{
|
|
||||||
X_PLUS,
|
|
||||||
X_MINUS,
|
|
||||||
Y_PLUS,
|
|
||||||
Y_MINUS,
|
|
||||||
Z_PLUS,
|
|
||||||
Z_MINUS,
|
|
||||||
NONE
|
|
||||||
};
|
|
||||||
|
|
||||||
class Vector3i;
|
|
||||||
class cWorld;
|
|
||||||
class cWaterSimulator
|
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
cWaterSimulator( cWorld* a_World );
|
cWaterSimulator( cWorld* a_World );
|
||||||
~cWaterSimulator();
|
|
||||||
|
|
||||||
void Simulate( float a_Dt );
|
|
||||||
void WakeUp( int a_X, int a_Y, int a_Z );
|
|
||||||
|
|
||||||
//Gets the flowing direction of a Waterblock if a_Over is true also the block over the current block affects the direction (standard)
|
|
||||||
Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
|
|
||||||
|
|
||||||
private:
|
|
||||||
void AddBlock( int a_X, int a_Y, int a_Z);
|
|
||||||
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
|
|
||||||
|
|
||||||
bool IsWaterBlock( char a_BlockID );
|
|
||||||
|
|
||||||
float m_Timer;
|
|
||||||
cWorld* m_World;
|
|
||||||
|
|
||||||
class WaterData;
|
|
||||||
WaterData* m_Data;
|
|
||||||
|
|
||||||
|
virtual inline bool IsAllowedBlock( char a_BlockID );
|
||||||
|
virtual inline bool IsPassableForFluid( char a_BlockID );
|
||||||
|
|
||||||
};
|
};
|
Loading…
Reference in New Issue
Block a user