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Simulators now have direct access to the cChunk object in the WakeUp() call

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1227 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-02-28 07:42:45 +00:00
parent d828054152
commit 2588f5a605
21 changed files with 236 additions and 131 deletions

View File

@ -436,8 +436,8 @@ void cBlockHandler::Check(cWorld * a_World, int a_BlockX, int a_BlockY, int a_Bl
}
else
{
// Wake up the simulators:
a_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
// Wake up the simulators for this block:
a_World->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
}
}

View File

@ -492,15 +492,10 @@ void cChunk::BroadcastPendingBlockChanges(void)
void cChunk::CheckBlocks(void)
{
cCSLock Lock2(m_CSBlockLists);
unsigned int NumTickBlocks = m_ToTickBlocks.size();
Lock2.Unlock();
if (NumTickBlocks == 0)
if (m_ToTickBlocks.size() == 0)
{
return;
}
Lock2.Lock();
std::deque< unsigned int > ToTickBlocks = m_ToTickBlocks;
m_ToTickBlocks.clear();
Lock2.Unlock();
@ -1131,17 +1126,18 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
}
m_ToTickBlocks.push_back(index);
CheckNeighbors(a_RelX, a_RelY, a_RelZ);
QueueTickBlockNeighbors(a_RelX, a_RelY, a_RelZ);
Vector3i WorldPos = PositionToWorldPosition( a_RelX, a_RelY, a_RelZ );
cBlockEntity* BlockEntity = GetBlockEntity( WorldPos );
if( BlockEntity )
Vector3i WorldPos = PositionToWorldPosition(a_RelX, a_RelY, a_RelZ);
cBlockEntity * BlockEntity = GetBlockEntity(WorldPos);
if (BlockEntity != NULL)
{
BlockEntity->Destroy();
RemoveBlockEntity( BlockEntity );
RemoveBlockEntity(BlockEntity);
delete BlockEntity;
}
switch( a_BlockType )
switch (a_BlockType)
{
case E_BLOCK_CHEST:
{
@ -1181,62 +1177,7 @@ void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType
void cChunk::CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ)
{
int BlockX = m_PosX * cChunkDef::Width + a_RelX;
int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ;
if (a_RelX < cChunkDef::Width - 1)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX + 1, a_RelY, a_RelZ));
}
else
{
m_ChunkMap->CheckBlock(BlockX + 1, a_RelY, BlockZ);
}
if (a_RelX > 0)
{
m_ToTickBlocks.push_back( MakeIndexNoCheck(a_RelX - 1, a_RelY, a_RelZ));
}
else
{
m_ChunkMap->CheckBlock(BlockX - 1, a_RelY, BlockZ);
}
if (a_RelY < cChunkDef::Height - 1)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY + 1, a_RelZ));
}
if (a_RelY > 0)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY - 1, a_RelZ));
}
if (a_RelZ < cChunkDef::Width - 1)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ + 1));
}
else
{
m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ + 1);
}
if (a_RelZ > 0)
{
m_ToTickBlocks.push_back(MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ - 1));
}
else
{
m_ChunkMap->CheckBlock(BlockX, a_RelY, BlockZ - 1);
}
}
void cChunk::CheckBlock(int a_RelX, int a_RelY, int a_RelZ)
void cChunk::QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ)
{
if (!IsValid())
{
@ -1250,7 +1191,38 @@ void cChunk::CheckBlock(int a_RelX, int a_RelY, int a_RelZ)
void cChunk::FastSetBlock( int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
void cChunk::QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ)
{
int BlockX = m_PosX * cChunkDef::Width + a_RelX;
int BlockZ = m_PosZ * cChunkDef::Width + a_RelZ;
struct
{
int x, y, z;
}
Coords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 1, 0},
{ 0, -1, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
cChunk * ch = GetNeighborChunk(BlockX + Coords[i].x, a_RelY, BlockZ + Coords[i].z);
if (ch != NULL)
{
ch->QueueTickBlock(a_RelX + Coords[i].x, a_RelY + Coords[i].y, a_RelZ + Coords[i].z);
}
} // for i - Coords[]
}
void cChunk::FastSetBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE a_BlockType, BLOCKTYPE a_BlockMeta)
{
ASSERT(!((a_X < 0 || a_X >= Width || a_Y < 0 || a_Y >= Height || a_Z < 0 || a_Z >= Width)));
@ -1833,6 +1805,74 @@ void cChunk::GetBlockInfo(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_Bloc
cChunk * cChunk::GetNeighborChunk(int a_BlockX, int a_BlockY, int a_BlockZ)
{
// Convert coords to relative, then call the relative version:
a_BlockX -= m_PosX * cChunkDef::Width;
a_BlockZ -= m_PosZ * cChunkDef::Width;
return GetRelNeighborChunk(a_BlockX, a_BlockY, a_BlockZ);
}
cChunk * cChunk::GetRelNeighborChunk(int a_RelX, int a_RelY, int a_RelZ)
{
bool ReturnThis = true;
if (a_RelX < 0)
{
if (m_NeighborXM != NULL)
{
cChunk * Candidate = m_NeighborXM->GetRelNeighborChunk(a_RelX + cChunkDef::Width, a_RelY, a_RelZ);
if (Candidate != NULL)
{
return Candidate;
}
}
// Going X first failed, but if the request is crossing Z as well, let's try the Z first later on.
ReturnThis = false;
}
else if (a_RelX >= cChunkDef::Width)
{
if (m_NeighborXP != NULL)
{
cChunk * Candidate = m_NeighborXP->GetRelNeighborChunk(a_RelX - cChunkDef::Width, a_RelY, a_RelZ);
if (Candidate != NULL)
{
return Candidate;
}
}
// Going X first failed, but if the request is crossing Z as well, let's try the Z first later on.
ReturnThis = false;
}
if (a_RelZ < 0)
{
if (m_NeighborZM != NULL)
{
return m_NeighborZM->GetRelNeighborChunk(a_RelX, a_RelY, a_RelZ + cChunkDef::Width);
// For requests crossing both X and Z, the X-first way has been already tried
}
return NULL;
}
else if (a_RelZ >= cChunkDef::Width)
{
if (m_NeighborZP != NULL)
{
return m_NeighborZP->GetRelNeighborChunk(a_RelX, a_RelY, a_RelZ - cChunkDef::Width);
// For requests crossing both X and Z, the X-first way has been already tried
}
return NULL;
}
return (ReturnThis ? this : NULL);
}
void cChunk::BroadcastPlayerAnimation(const cPlayer & a_Player, char a_Animation, const cClientHandle * a_Exclude)
{
for (cClientHandleList::const_iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr )

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@ -131,16 +131,30 @@ public:
void SetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta );
// SetBlock() does a lot of work (heightmap, tickblocks, blockentities) so a BlockIdx version doesn't make sense
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 ); }
void CheckBlock(int a_RelX, int a_RelY, int a_RelZ);
/// Queues block for ticking (m_ToTickQueue)
void QueueTickBlock(int a_RelX, int a_RelY, int a_RelZ);
/// Queues all 6 neighbors of the specified block for ticking (m_ToTickQueue). If any are outside the chunk, relays the checking to the proper neighboring chunk
void QueueTickBlockNeighbors(int a_RelX, int a_RelY, int a_RelZ);
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.
BLOCKTYPE GetBlock( int a_X, int a_Y, int a_Z );
BLOCKTYPE GetBlock( int a_BlockIdx );
void GetBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta);
void GetBlockInfo (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_Meta, NIBBLETYPE & a_SkyLight, NIBBLETYPE & a_BlockLight);
/// Queues all 6 neighbors of the specified block for checking. If outside the chunk, relays the checking to the neighboring chunk
void CheckNeighbors(int a_RelX, int a_RelY, int a_RelZ);
/** Returns the chunk into which the specified block belongs, by walking the neighbors.
Will return self if appropriate. Returns NULL if not reachable through neighbors.
*/
cChunk * GetNeighborChunk(int a_BlockX, int a_BlockY, int a_BlockZ);
/**
Returns the chunk into which the relatively-specified block belongs, by walking the neighbors.
Will return self if appropriate. Returns NULL if not reachable through neighbors.
*/
cChunk * GetRelNeighborChunk(int a_RelX, int a_RelY, int a_RelZ);
EMCSBiome GetBiomeAt(int a_RelX, int a_RelZ) const {return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ); }
void CollectPickupsByPlayer(cPlayer * a_Player);

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@ -641,6 +641,23 @@ void cChunkMap::UseBlockEntity(cPlayer * a_Player, int a_BlockX, int a_BlockY, i
void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
{
cCSLock Lock(m_CSLayers);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
cChunkPtr Chunk = GetChunkNoGen(ChunkX, 0, ChunkZ);
if ((Chunk == NULL) || !Chunk->IsValid())
{
return;
}
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
}
void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
cCSLock Lock(m_CSLayers);
@ -1002,6 +1019,7 @@ void cChunkMap::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_B
if ((Chunk != NULL) && Chunk->IsValid())
{
Chunk->SetBlock(X, Y, Z, a_BlockType, a_BlockMeta );
m_World->GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ, Chunk);
}
}
@ -1164,10 +1182,9 @@ bool cChunkMap::DigBlock(int a_X, int a_Y, int a_Z)
}
DestChunk->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, 0 );
m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z, DestChunk);
}
m_World->GetSimulatorManager()->WakeUp(a_X, a_Y, a_Z);
return true;
}
@ -1810,7 +1827,7 @@ void cChunkMap::ChunkValidated(void)
void cChunkMap::CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
void cChunkMap::QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, a_BlockY, a_BlockZ, ChunkX, ChunkZ);
@ -1820,7 +1837,7 @@ void cChunkMap::CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
cChunkPtr Chunk = GetChunkNoLoad(ChunkX, ZERO_CHUNK_Y, ChunkZ);
if (Chunk != NULL)
{
Chunk->CheckBlock(a_BlockX, a_BlockY, a_BlockZ);
Chunk->QueueTickBlock(a_BlockX, a_BlockY, a_BlockZ);
}
}

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@ -96,6 +96,9 @@ public:
/// a_Player rclked block entity at the coords specified, handle it
void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z);
/// Wakes up simulators for the specified block
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
void MarkChunkDirty (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
void MarkChunkSaving (int a_ChunkX, int a_ChunkY, int a_ChunkZ);
@ -256,8 +259,8 @@ public:
void ChunkValidated(void); // Called by chunks that have become valid
/// Schedules the specified block for checking (block update)
void CheckBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Queues the specified block for ticking (block update)
void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
private:

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@ -284,8 +284,9 @@ cClassicFluidSimulator::~cClassicFluidSimulator()
void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: This can be optimized
BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!IsAllowedBlock(BlockType)) // This should save very much time because it doesn´t have to iterate through all blocks
{
@ -389,17 +390,15 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
}
if (pos.y > 0)
{
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
AddBlock( pos.x, pos.y-1, pos.z );
m_World->SetBlock(pos.x, pos.y - 1, pos.z, m_FluidBlock, 8); // falling
ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
}
}
if (IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
if (IsSolidBlock(DownID) || (BlockID == m_StationaryFluidBlock)) // Not falling
{
if (Feed + m_Falloff < Meta)
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff);
AddBlock( pos.x, pos.y, pos.z );
m_World->SetBlock(pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff);
ApplyUniqueToNearest(pos);
}
else if ((Meta < m_MaxHeight ) || (BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
@ -426,21 +425,20 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
if (p.y == pos.y)
{
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff);
m_World->SetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff);
}
else
{
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
m_World->SetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
}
AddBlock( p.x, p.y, p.z );
ApplyUniqueToNearest(p);
}
else // it's fluid
{
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
if( PointMeta > Meta + m_Falloff)
NIBBLETYPE PointMeta = m_World->GetBlockMeta(p.x, p.y, p.z);
if (PointMeta > Meta + m_Falloff)
{
AddBlock( p.x, p.y, p.z );
// TODO: AddBlock(p.x, p.y, p.z);
ApplyUniqueToNearest(p);
}
}
@ -448,10 +446,9 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
}
}
}
else// not fed
else // not fed
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
WakeUp( pos.x, pos.y, pos.z );
m_World->SetBlock(pos.x, pos.y, pos.z, E_BLOCK_AIR, 0);
}
}
}

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@ -24,7 +24,7 @@ public:
// cSimulator overrides:
virtual void Simulate(float a_Dt) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
protected:
NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);

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@ -36,7 +36,7 @@ cDelayedFluidSimulator::~cDelayedFluidSimulator()
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
@ -44,6 +44,7 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
return;
}
// TODO: This can be optimized:
BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (BlockType != m_FluidBlock)
{

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@ -25,7 +25,7 @@ public:
virtual ~cDelayedFluidSimulator();
// cSimulator overrides:
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
virtual void Simulate(float a_Dt) override;
protected:

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@ -72,8 +72,9 @@ bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: This can be optimized
BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!IsAllowedBlock(BlockType))
{

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@ -23,7 +23,7 @@ public:
virtual bool FiresForever( BLOCKTYPE a_BlockType );
protected:
virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
virtual bool BurnBlockAround(int a_X, int a_Y, int a_Z);
virtual bool BurnBlock(int a_X, int a_Y, int a_Z);

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@ -29,10 +29,9 @@ cRedstoneSimulator::~cRedstoneSimulator()
void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
void cRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
cCSLock Lock( m_CS );
m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
m_Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
}

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@ -18,7 +18,7 @@ public:
virtual void Simulate( float a_Dt ) override;
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; }
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ) override;
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
enum eRedstoneDirection
{
@ -56,7 +56,7 @@ private:
void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn);
virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}
void HandleChange( const Vector3i & a_BlockPos );
BlockList RemoveCurrent( const Vector3i & a_BlockPos );
@ -77,6 +77,7 @@ private:
void RefreshTorchesAround( const Vector3i & a_BlockPos );
// TODO: The entire simulator is synchronized, no need to lock data structures; remove this
cCriticalSection m_CS;
};

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@ -6,6 +6,8 @@
#include "../BlockID.h"
#include "../Defines.h"
#include "../FallingBlock.h"
#include "../Chunk.h"
@ -70,19 +72,29 @@ bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))
// TODO: Optimize this by passing the block type along
int RelX = a_BlockX;
int RelY = a_BlockY;
int RelZ = a_BlockZ;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
{
return;
}
Vector3i Block(a_X, a_Y, a_Z);
Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
//check for duplicates
for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr)
{
Vector3i Pos = *itr;
if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
{
return;
}
}
m_Blocks->push_back(Block);
@ -92,10 +104,10 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
bool cSandSimulator::IsPassable( BLOCKTYPE a_BlockType )
bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
{
return a_BlockType == E_BLOCK_AIR
return (a_BlockType == E_BLOCK_AIR)
|| IsBlockWater(a_BlockType)
|| IsBlockLava(a_BlockType)
|| a_BlockType == E_BLOCK_FIRE;
|| (a_BlockType == E_BLOCK_FIRE);
}

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@ -21,7 +21,7 @@ public:
virtual bool IsPassable( BLOCKTYPE a_BlockType );
protected:
virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
typedef std::list <Vector3i> BlockList;
BlockList * m_Blocks;

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@ -6,6 +6,7 @@
#include "../Vector3i.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
@ -28,15 +29,15 @@ cSimulator::~cSimulator()
void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
AddBlock(a_BlockX, a_BlockY, a_BlockZ);
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ, a_Chunk);
AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ, a_Chunk);
AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 1, a_BlockY, a_BlockZ));
AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 1, a_BlockY, a_BlockZ));
AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockY, a_BlockZ - 1));
AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockY, a_BlockZ + 1));
}

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@ -8,6 +8,7 @@
class cWorld;
class cChunk;
@ -19,17 +20,17 @@ public:
cSimulator(cWorld * a_World);
virtual ~cSimulator();
/// Called in each tick, a_Dt is the time passed since the last tick
/// Called in each tick, a_Dt is the time passed since the last tick, in msec
virtual void Simulate(float a_Dt) = 0;
/// Called when a block changes via cWorld::SetBlock()
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Called when a block changes
virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
protected:
/// Called to simulate a new block
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
cWorld * m_World;
} ;

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@ -40,11 +40,11 @@ void cSimulatorManager::Simulate( float a_Dt )
void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
{
itr->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
itr->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
}
}

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@ -15,6 +15,13 @@
// fwd: Chunk.h
class cChunk;
class cSimulatorManager
{
public:
@ -22,7 +29,7 @@ public:
~cSimulatorManager();
void Simulate(float a_Dt);
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ);
void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!

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@ -687,6 +687,15 @@ void cWorld::TickSpawnMobs(float a_Dt)
void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
{
return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
}
bool cWorld::ForEachChestInChunk(int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback)
{
return m_ChunkMap->ForEachChestInChunk(a_ChunkX, a_ChunkZ, a_Callback);
@ -1030,7 +1039,6 @@ void cWorld::SetBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_Bloc
}
m_ChunkMap->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
GetSimulatorManager()->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
BlockHandler(a_BlockType)->OnPlaced(this, a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}

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@ -312,6 +312,9 @@ public:
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
/// Wakes up the simulators for the specified block
void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ);
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp