e45b01ba4a
but there are some problems (get stuck on some positions) so someone might look at it because I have no idea how to make it better :D git-svn-id: http://mc-server.googlecode.com/svn/trunk@102 0a769ca7-a7f5-676a-18bf-c427514a06d6
306 lines
8.1 KiB
C++
306 lines
8.1 KiB
C++
#include "cWaterSimulator.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 cWaterSimulator::WaterData
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{
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public:
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WaterData( cWorld* a_World )
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: m_ActiveWater( new std::vector< Vector3i >() )
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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 bWaterFound = 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( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
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{
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bWaterFound = true;
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}
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}
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if( Points.size() == 0 && !bWaterFound )
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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( Block == E_BLOCK_AIR || Block == E_BLOCK_WATER || Block == E_BLOCK_STATIONARY_WATER )
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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_ActiveWater;
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std::vector< Vector3i >* m_Buffer;
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cWorld* m_World;
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};
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cWaterSimulator::cWaterSimulator( cWorld* a_World )
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: m_World( a_World )
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, m_Data( new WaterData( a_World ) )
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{
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}
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cWaterSimulator::~cWaterSimulator()
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{
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}
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void cWaterSimulator::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 cWaterSimulator::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 > & ActiveWater = *m_Data->m_ActiveWater;
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for( std::vector< Vector3i >::iterator itr = ActiveWater.begin(); itr != ActiveWater.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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ActiveWater.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cWaterSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = 8;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsWaterBlock( 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 == 8 ) 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 cWaterSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
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return;
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std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
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m_Data->m_ActiveWater->clear();
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std::vector< Vector3i > & WaterBlocks = *m_Data->m_Buffer;
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for( std::vector< Vector3i >::iterator itr = WaterBlocks.begin(); itr != WaterBlocks.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( IsWaterBlock( BlockID ) ) // only care about water
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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 water
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{
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if( IsWaterBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is water
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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 == 0 ) // 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( DownID == E_BLOCK_AIR || IsWaterBlock( DownID ) ) // free for water
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{
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m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_WATER, 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 water
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{
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if( Feed+1 < Meta )
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_WATER, Feed+1 );
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AddBlock( pos.x, pos.y, pos.z );
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}
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else if( Meta < 7 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
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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( !IsWaterBlock( BlockID ) )
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{
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if( p.y == pos.y )
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m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, Meta+1);
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else
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m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, 8);
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AddBlock( p.x, p.y, p.z );
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}
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else // it's water
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{
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char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
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if( PointMeta > Meta+1 )
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{
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AddBlock( p.x, p.y, p.z );
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}
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}
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}
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}
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}
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}
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else // not fed
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
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WakeUp( pos.x, pos.y, pos.z );
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}
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}
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}
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}
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bool cWaterSimulator::IsWaterBlock( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
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}
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//TODO Not working very well yet :s
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Direction cWaterSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
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if(!IsBlockWater(BlockID)) //No Water -> No Flowing direction :D
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return NONE;
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/*
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Disabled because of causing problems and beeing useless atm
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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
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if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
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return Y_MINUS;
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*/
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char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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int X, Y, Z; //Lowest Pos will be stored here
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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
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{
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return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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}
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std::vector< Vector3i * > Points;
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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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Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
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for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
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{
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Vector3i *Pos = (*it);
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char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
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if(IsBlockWater(BlockID))
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{
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char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
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if(Meta > LowestPoint)
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{
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LowestPoint = Meta;
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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}else if(BlockID == E_BLOCK_AIR)
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{
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LowestPoint = 9; //This always dominates
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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delete Pos;
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}
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if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
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return NONE;
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if(a_X - X > 0)
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{
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return X_MINUS;
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}
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if(a_X - X < 0)
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{
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return X_PLUS;
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}
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if(a_Z - Z > 0)
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{
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return Z_MINUS;
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}
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if(a_Z - Z < 0)
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{
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return Z_PLUS;
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}
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return NONE;
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} |