Rewritten SandSimulator to use direct chunk access; and sand falling on torches now creates a pickup.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
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cadf97a70a
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@ -5,6 +5,7 @@
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#include "ChunkDef.h"
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#include "Simulator/FireSimulator.h"
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#include "Simulator/SandSimulator.h"
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@ -271,6 +272,7 @@ public:
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cFireSimulatorChunkData & GetFireSimulatorData (void) { return m_FireSimulatorData; }
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cFluidSimulatorData * GetWaterSimulatorData(void) { return m_WaterSimulatorData; }
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cFluidSimulatorData * GetLavaSimulatorData (void) { return m_LavaSimulatorData; }
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cSandSimulatorChunkData & GetSandSimulatorData (void) { return m_SandSimulatorData; }
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private:
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@ -319,6 +321,7 @@ private:
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cFireSimulatorChunkData m_FireSimulatorData;
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cFluidSimulatorData * m_WaterSimulatorData;
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cFluidSimulatorData * m_LavaSimulatorData;
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cSandSimulatorChunkData m_SandSimulatorData;
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void RemoveBlockEntity(cBlockEntity * a_BlockEntity);
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@ -50,9 +50,9 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z)
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cEntity::~cEntity()
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{
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LOGD("Deleting entity %d at pos {%.2f, %.2f} ~ [%d, %d]; ptr %p",
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos.x, m_Pos.z,
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m_Pos.x, m_Pos.y, m_Pos.z,
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(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
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this
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);
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@ -3,15 +3,17 @@
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#include "FallingBlock.h"
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#include "World.h"
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#include "ClientHandle.h"
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#include "Simulator/SandSimulator.h"
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType)
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: super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f)
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, m_BlockType(a_BlockType)
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, m_OriginalPosition(a_BlockPosition)
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
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super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f),
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m_BlockType(a_BlockType),
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m_BlockMeta(a_BlockMeta),
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m_OriginalPosition(a_BlockPosition)
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{
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}
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@ -21,7 +23,7 @@ cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_Block
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void cFallingBlock::Initialize(cWorld * a_World)
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{
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super::Initialize( a_World );
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super::Initialize(a_World);
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a_World->BroadcastSpawn(*this);
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}
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@ -44,13 +46,34 @@ void cFallingBlock::Tick(float a_Dt, MTRand & a_TickRandom)
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m_Speed.y -= MilliDt * 9.8f;
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m_Pos.y += m_Speed.y * MilliDt;
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// GetWorld()->BroadcastTeleportEntity(*this); // Testing position
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Vector3i BlockPos( m_OriginalPosition.x, (int)(m_Pos.y - 0.5), m_OriginalPosition.z);
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if (!IsPassable(GetWorld()->GetBlock(BlockPos)))
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = (int)m_OriginalPosition.x;
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int BlockY = (int)(m_Pos.y - 0.5);
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int BlockZ = (int)m_OriginalPosition.z;
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if (BlockY < 0)
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{
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Destroy();
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GetWorld()->SetBlock(BlockPos.x, BlockPos.y + 1, BlockPos.z, m_BlockType, 0);
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// Fallen out of this world, just continue falling until out of sight, then destroy:
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if (BlockY < 100)
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{
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Destroy();
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}
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return;
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}
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if (BlockY < cChunkDef::Height - 1)
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{
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BLOCKTYPE BlockBelow = GetWorld()->GetBlock(BlockX, BlockY, BlockZ);
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if (
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cSandSimulator::DoesBreakFallingThrough(BlockBelow) || // Fallen onto a block that breaks this into pickups (e. g. half-slab)
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!cSandSimulator::CanContinueFallThrough(BlockBelow) // Fallen onto a solid block
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)
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{
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
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Destroy();
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return;
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}
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}
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}
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@ -23,9 +23,10 @@ class cFallingBlock :
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public:
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CLASS_PROTODEF(cFallingBlock);
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cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType);
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cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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BLOCKTYPE GetBlockType(void) const { return m_BlockType; }
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BLOCKTYPE GetBlockType(void) const { return m_BlockType; }
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NIBBLETYPE GetBlockMeta(void) const { return m_BlockMeta; }
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// cEntity overrides:
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virtual void Initialize(cWorld * a_World) override;
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@ -33,13 +34,9 @@ public:
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virtual void Tick(float a_Dt, MTRand & a_TickRandom) override;
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private:
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BLOCKTYPE m_BlockType;
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Vector3i m_OriginalPosition;
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static bool IsPassable(BLOCKTYPE a_BlockType)
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{
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return ((a_BlockType == E_BLOCK_AIR) || IsBlockLiquid(a_BlockType));
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}
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BLOCKTYPE m_BlockType;
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NIBBLETYPE m_BlockMeta;
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Vector3i m_OriginalPosition;
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} ;
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@ -12,60 +12,72 @@
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cSandSimulator::cSandSimulator(cWorld & a_World)
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: cSimulator(a_World)
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, m_Blocks(new BlockList)
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, m_Buffer(new BlockList)
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cSandSimulator::cSandSimulator(cWorld & a_World, cIniFile & a_IniFile) :
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cSimulator(a_World),
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m_TotalBlocks(0)
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{
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m_IsInstantFall = a_IniFile.GetValueSetB("Physics", "SandInstantFall", false);
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}
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cSandSimulator::~cSandSimulator()
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void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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delete m_Buffer;
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delete m_Blocks;
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}
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void cSandSimulator::Simulate(float a_Dt)
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{
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m_Buffer->clear();
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std::swap( m_Blocks, m_Buffer );
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for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
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cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
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if (ChunkData.empty())
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{
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Vector3i Pos = *itr;
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BLOCKTYPE BlockID = m_World.GetBlock(Pos.x, Pos.y, Pos.z);
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if(!IsAllowedBlock(BlockID))
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continue;
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return;
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}
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BLOCKTYPE BottomBlock = m_World.GetBlock( Pos.x, Pos.y - 1, Pos.z );
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if( IsPassable(BottomBlock) )
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int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
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int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
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for (cSandSimulatorChunkData::const_iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
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{
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BLOCKTYPE BlockType = a_Chunk->GetBlock(itr->x, itr->y, itr->z);
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if (!IsAllowedBlock(BlockType) || (itr->y <= 0))
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{
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cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockID);
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continue;
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}
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BLOCKTYPE BlockBelow = (itr->y > 0) ? a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z) : E_BLOCK_AIR;
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if (CanStartFallingThrough(BlockBelow))
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{
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if (m_IsInstantFall)
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{
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DoInstantFall(a_Chunk, itr->x, itr->y, itr->z);
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continue;
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}
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Vector3i Pos;
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Pos.x = itr->x + BaseX;
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Pos.y = itr->y;
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Pos.z = itr->z + BaseZ;
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cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z));
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FallingBlock->Initialize(&m_World);
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m_World.SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
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a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
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}
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}
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m_TotalBlocks -= ChunkData.size();
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ChunkData.clear();
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}
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bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
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bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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return a_BlockType == E_BLOCK_SAND
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|| a_BlockType == E_BLOCK_GRAVEL;
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switch (a_BlockType)
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{
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_ANVIL:
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{
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return true;
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}
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}
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return false;
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}
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@ -74,40 +86,169 @@ bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
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void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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// TODO: Optimize this by passing the block type along
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int RelX = a_BlockX;
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int RelY = a_BlockY;
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int RelZ = a_BlockZ;
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
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if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
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if (a_Chunk == NULL)
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
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{
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return;
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}
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Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
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//check for duplicates
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for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr)
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// Check for duplicates:
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cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
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for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
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{
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Vector3i Pos = *itr;
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if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
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{
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return;
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}
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}
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m_Blocks->push_back(Block);
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m_TotalBlocks += 1;
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ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
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}
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bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
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bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
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{
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return (a_BlockType == E_BLOCK_AIR)
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|| IsBlockWater(a_BlockType)
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|| IsBlockLava(a_BlockType)
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|| (a_BlockType == E_BLOCK_FIRE);
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_FIRE:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_FIRE:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_COBWEB:
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case E_BLOCK_TALL_GRASS:
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case E_BLOCK_DEAD_BUSH:
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_TORCH:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_CROPS:
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case E_BLOCK_PUMPKIN_STEM:
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case E_BLOCK_MELON_STEM:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_FIRE:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_TALL_GRASS:
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case E_BLOCK_DEAD_BUSH:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_STONE_SLAB:
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case E_BLOCK_WOODEN_SLAB:
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{
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return true;
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}
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}
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return false;
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}
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void cSandSimulator::FinishFalling(
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cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
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BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
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)
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{
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ASSERT(a_BlockY < cChunkDef::Height);
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BLOCKTYPE CurrentBlockType = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if ((a_FallingBlockType == E_BLOCK_ANVIL) || IsReplacedOnRematerialization(CurrentBlockType))
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{
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// Rematerialize the material here:
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
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return;
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}
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// Create a pickup instead:
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cItems Pickups;
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Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta);
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a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5, 0);
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}
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void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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// TODO
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}
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@ -2,32 +2,62 @@
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#pragma once
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#include "Simulator.h"
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#include "../BlockEntity.h"
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#include "../Vector3i.h"
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class cSandSimulator : public cSimulator
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/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
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class cSandSimulator :
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public cSimulator
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{
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public:
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cSandSimulator(cWorld & a_World);
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~cSandSimulator();
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cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
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virtual void Simulate( float a_Dt ) override;
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
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virtual bool IsPassable( BLOCKTYPE a_BlockType );
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// cSimulator overrides:
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virtual void Simulate(float a_Dt) override {} // Unused in this simulator
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virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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/// Returns true if a falling-able block can start falling through the specified block type
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static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
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/// Returns true if an already-falling block can pass through the specified block type (e. g. torch)
|
||||
static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
|
||||
|
||||
/// Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass)
|
||||
static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
|
||||
|
||||
/// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs)
|
||||
static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType);
|
||||
|
||||
/** Called when a block finishes falling at the specified coords, either by insta-fall,
|
||||
or through cFallingBlock entity.
|
||||
It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
|
||||
based on the block currently present in the world at the dest specified coords
|
||||
*/
|
||||
static void FinishFalling(
|
||||
cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
|
||||
BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
|
||||
);
|
||||
|
||||
protected:
|
||||
bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
|
||||
|
||||
int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
|
||||
|
||||
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
|
||||
|
||||
typedef std::list <Vector3i> BlockList;
|
||||
BlockList * m_Blocks;
|
||||
BlockList * m_Buffer;
|
||||
|
||||
/// Performs the instant fall of the block - removes it from top, Finishes it at the bottom
|
||||
void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
|
||||
typedef cCoordWithIntList cSandSimulatorChunkData;
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -250,10 +250,10 @@ cWorld::cWorld(const AString & a_WorldName) :
|
||||
m_BlockTickQueueCopy.reserve(1000);
|
||||
|
||||
// Simulators:
|
||||
m_SimulatorManager = new cSimulatorManager(*this);
|
||||
m_SimulatorManager = new cSimulatorManager(*this);
|
||||
m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
|
||||
m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
|
||||
m_SandSimulator = new cSandSimulator(*this);
|
||||
m_SandSimulator = new cSandSimulator(*this, IniFile);
|
||||
m_FireSimulator = new cFireSimulator(*this, IniFile);
|
||||
m_RedstoneSimulator = new cRedstoneSimulator(*this);
|
||||
|
||||
@ -1166,9 +1166,9 @@ void cWorld::SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double
|
||||
float SpeedY = (float)(a_FlyAwaySpeed * r1.randInt(1000));
|
||||
float SpeedZ = (float)(a_FlyAwaySpeed * (r1.randInt(1000) - 500));
|
||||
cPickup * Pickup = new cPickup(
|
||||
(int)(a_BlockX * 32) + r1.randInt(16) + r1.randInt(16),
|
||||
(int)(a_BlockY * 32) + r1.randInt(16) + r1.randInt(16),
|
||||
(int)(a_BlockZ * 32) + r1.randInt(16) + r1.randInt(16),
|
||||
(int)(a_BlockX * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
|
||||
(int)(a_BlockY * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
|
||||
(int)(a_BlockZ * 32) + (r1.randInt(16) + r1.randInt(16) - 16),
|
||||
*itr, SpeedX, SpeedY, SpeedZ
|
||||
);
|
||||
Pickup->Initialize(this);
|
||||
|
@ -479,7 +479,7 @@ private:
|
||||
bool m_IsDeepSnowEnabled;
|
||||
|
||||
// The cRedstone class simulates redstone and needs access to m_RSList
|
||||
friend class cRedstone;
|
||||
// friend class cRedstone;
|
||||
std::vector<int> m_RSList;
|
||||
|
||||
std::vector<BlockTickQueueItem *> m_BlockTickQueue;
|
||||
|
Loading…
Reference in New Issue
Block a user