- Pickups should now burn in fire
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -872,21 +872,28 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
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case E_ITEM_LAVA_BUCKET:
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if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
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{
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PacketData->m_ItemType = E_BLOCK_LAVA;
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if(m_Player->GetGameMode() == 1)
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break; //No new Bucket for creative players
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cItem NewItem;
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NewItem.m_ItemID = E_ITEM_BUCKET;
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NewItem.m_ItemCount = 1;
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m_Player->GetInventory().AddItem( NewItem );
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PacketData->m_ItemType = E_BLOCK_LAVA;
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}
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break;
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case E_ITEM_WATER_BUCKET:
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if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
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{
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PacketData->m_ItemType = E_BLOCK_WATER;
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if(m_Player->GetGameMode() == 1)
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break; //No new Bucket for creative players
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cItem NewItem;
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NewItem.m_ItemID = E_ITEM_BUCKET;
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NewItem.m_ItemCount = 1;
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m_Player->GetInventory().AddItem( NewItem );
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PacketData->m_ItemType = E_BLOCK_WATER;
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}
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break;
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case E_BLOCK_WHITE_CLOTH:
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@ -9,9 +9,9 @@ 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_ActiveFluid( new std::list < Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::vector< Vector3i >() )
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, m_Buffer( new std::list< Vector3i >() )
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, m_World( a_World )
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{}
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@ -71,8 +71,8 @@ public:
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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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std::list< Vector3i >* m_ActiveFluid;
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std::list< 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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@ -95,8 +95,8 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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return;
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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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std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::list< 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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@ -137,8 +137,8 @@ void cFluidSimulator::Simulate( float a_Dt )
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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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std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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Vector3i & pos = *itr;
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@ -251,6 +251,8 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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std::vector< Vector3i * > Points;
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Points.reserve(4); //Already allocate 4 places :D
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//add blocks around the checking pos
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Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
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@ -169,13 +169,17 @@ void cPickup::HandlePhysics(float a_Dt)
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{
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m_bOnGround = false;
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}
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char block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
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if( block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_LAVA ) {
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char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
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|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
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{
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m_bCollected = true;
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m_Timer = 0;
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return;
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}
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char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
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if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
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{
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m_bOnGround = true;
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@ -7,8 +7,8 @@
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cSandSimulator::cSandSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Blocks(new std::vector <Vector3i *>)
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, m_Buffer(new std::vector <Vector3i *>)
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, m_Blocks(new std::list <Vector3i *>)
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, m_Buffer(new std::list <Vector3i *>)
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{
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}
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@ -24,7 +24,7 @@ void cSandSimulator::Simulate( float a_Dt )
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m_Buffer->clear();
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std::swap( m_Blocks, m_Buffer );
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for( std::vector<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
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for( std::list<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->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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@ -57,7 +57,7 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
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//check for duplicates
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for( std::vector<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
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for( std::list<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->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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@ -1,7 +1,7 @@
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#pragma once
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#include "cSimulator.h"
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#include "cBlockEntity.h"
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#include "vector"
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#include <list>
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class Vector3i;
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class cWorld;
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@ -20,6 +20,6 @@ public:
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protected:
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virtual void AddBlock(int a_X, int a_Y, int a_Z);
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std::vector <Vector3i *> *m_Blocks;
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std::vector <Vector3i *> *m_Buffer;
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std::list <Vector3i *> *m_Blocks;
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std::list <Vector3i *> *m_Buffer;
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};
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