9f77572fb0
-> Manager handles all ticks -> advantage: Much easier to add new simulators, because you only have to register them in the manager - moved sand and gravel simulation to a Simulator-class (cSandSimulator) - Made Squid a little bit more funny and realistic, because it dies now when it´s not in water -Escaping mobs run now faster than normal (They just walked away before :D) git-svn-id: http://mc-server.googlecode.com/svn/trunk@125 0a769ca7-a7f5-676a-18bf-c427514a06d6
295 lines
7.9 KiB
C++
295 lines
7.9 KiB
C++
#include "cFluidSimulator.h"
|
|
#include "cWorld.h"
|
|
#include "Vector3i.h"
|
|
#include "BlockID.h"
|
|
#include "Defines.h"
|
|
#include <vector>
|
|
|
|
class cFluidSimulator::FluidData
|
|
{
|
|
public:
|
|
FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
|
|
: m_ActiveFluid( new std::vector< Vector3i >() )
|
|
, m_Simulator (a_Simulator)
|
|
, 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 bFluidFound = 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( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
|
|
{
|
|
bFluidFound = true;
|
|
}
|
|
}
|
|
|
|
if( Points.size() == 0 && !bFluidFound )
|
|
{
|
|
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( m_Simulator->IsPassableForFluid(Block) )
|
|
Points.push_back( LevelPoints[i] );
|
|
}
|
|
}
|
|
return Points;
|
|
}
|
|
|
|
std::vector< Vector3i >* m_ActiveFluid;
|
|
std::vector< Vector3i >* m_Buffer;
|
|
cWorld* m_World;
|
|
cFluidSimulator *m_Simulator;
|
|
};
|
|
|
|
cFluidSimulator::cFluidSimulator( cWorld* a_World )
|
|
: cSimulator(a_World)
|
|
, m_Data(0)
|
|
{
|
|
m_Data = new FluidData(a_World, this);
|
|
}
|
|
|
|
cFluidSimulator::~cFluidSimulator()
|
|
{
|
|
delete m_Data;
|
|
}
|
|
|
|
void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
|
|
{
|
|
// Check for duplicates
|
|
std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
|
|
for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
|
|
{
|
|
Vector3i & Pos = *itr;
|
|
if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
|
|
return;
|
|
}
|
|
|
|
ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
|
|
}
|
|
|
|
char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
|
|
{
|
|
char Max = m_MaxHeight + 1;
|
|
//TODO Remove define function
|
|
#define __HIGHLEVEL_CHECK__( x, y, z ) \
|
|
if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
|
|
{ \
|
|
char Meta; \
|
|
if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
|
|
else if( Meta == m_MaxHeight + 1 ) 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 cFluidSimulator::Simulate( float a_Dt )
|
|
{
|
|
m_Timer += a_Dt;
|
|
|
|
if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
|
|
return;
|
|
|
|
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
|
|
m_Data->m_ActiveFluid->clear();
|
|
|
|
std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
|
|
for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
|
|
{
|
|
Vector3i & pos = *itr;
|
|
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
|
|
if( IsAllowedBlock( BlockID ) ) // only care about own fluid
|
|
{
|
|
bool bIsFed = false;
|
|
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
|
|
char Feed = Meta;
|
|
if( Meta & 8 ) // Falling fluid
|
|
{
|
|
if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
|
|
{
|
|
bIsFed = true;
|
|
Meta = 0; // Make it a full block
|
|
}
|
|
}
|
|
else if( Meta < m_FlowReduction ) // 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 )
|
|
{
|
|
char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
|
|
if( IsPassableForFluid(DownID) ) // free for fluid
|
|
{
|
|
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
|
|
AddBlock( pos.x, pos.y-1, pos.z );
|
|
}
|
|
else // Not falling
|
|
{
|
|
if( Feed + m_FlowReduction < Meta )
|
|
{
|
|
m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
|
|
AddBlock( pos.x, pos.y, pos.z );
|
|
}
|
|
else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
|
|
{
|
|
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( !IsAllowedBlock( BlockID ) )
|
|
{
|
|
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;
|
|
|
|
|
|
} |