From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cFluidSimulator.cpp | 1376 ++++++++++++++++++++++---------------------- 1 file changed, 688 insertions(+), 688 deletions(-) (limited to 'source/cFluidSimulator.cpp') diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp index 38bf55d77..1301caa8c 100644 --- a/source/cFluidSimulator.cpp +++ b/source/cFluidSimulator.cpp @@ -1,688 +1,688 @@ -#include "Globals.h" - -#include -#include - -#include "cFluidSimulator.h" -#include "cWorld.h" -#include "Vector3i.h" -#include "BlockID.h" -#include "Defines.h" -#include "cItem.h" -#include "cBlockToPickup.h" - - - - - -//#define DEBUG_FLUID -#ifdef DEBUG_FLUID -#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ ) -#else -#define LOG_FLUID(...) -#endif - - - - - -class cFluidSimulator::FluidData -{ -public: - FluidData( cWorld* a_World, cFluidSimulator *a_Simulator ) - : m_ActiveFluid( new std::set < Vector3i >() ) - , m_Simulator (a_Simulator) - , m_Buffer( new std::set< Vector3i >() ) - , m_World( a_World ) - {} - - ~FluidData() - { - delete m_Buffer; - delete m_ActiveFluid; - } - - void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock) - { - Vector3i LevelPoints [] = { - Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ), - Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ), - Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ), - Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ), - }; - - for(int i=0; i<4; i++) - { - Vector3i cur = LevelPoints[i]; - switch(m_Relief[cur.x][cur.z]) - { - case E_HOLE: - { - m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; - m_CurResult|=m_StartSide[cur.x][cur.z]; - m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; - LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) ); - LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z); - }break; - - case E_BLOCK: - {}break; - - case E_PLAIN: - { - if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) - { - m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; - m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; - m_WaveQueue.push(cur); - } - else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) - { - m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z]; - } - LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]); - } - } - } - } - - std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z ) - { - - std::vector< Vector3i > Points; //result - - Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2); - - //TODO: rewrite without relief, get blocks directly in algorithm - for(int x=0; xGetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z ); - char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z ); - - if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock))) - { - m_Relief[x][z] = E_BLOCK; - } - else if(m_Simulator->IsSolidBlock(DownBlock)) - { - m_Relief[x][z] = E_PLAIN; - } - else - { - m_Relief[x][z] = E_HOLE; - } - m_WayLength[x][z] = 255; - m_StartSide[x][z] = E_SIDE_NONE; - } - LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]); - } - - m_NearestHole = 5; - m_CurResult = 0; - while(!m_WaveQueue.empty()) m_WaveQueue.pop(); - - int left = AREA_WIDTH/2 - 1; - int right = AREA_WIDTH/2 + 1; - int center = AREA_WIDTH/2; - - Vector3i r(right, 0, center); //right block - Vector3i l(left, 0, center); //left block - Vector3i f(center, 0, right); //front block - Vector3i b(center, 0, left); //back block - Vector3i c(center, 0, center); //center block - - m_WayLength[c.x][c.z] = 0; - - Vector3i Nearest[] = {r, l, f, b}; - unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK}; - - for(int i=0; i<4; i++) - { - Vector3i cur = Nearest[i]; - switch(m_Relief[cur.x][cur.z]) - { - case E_HOLE: - { - m_StartSide[cur.x][cur.z] = Sides[i]; - m_CurResult |= m_StartSide[cur.x][cur.z]; - m_NearestHole = 1; - LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) ); - }break; - - case E_BLOCK: - {}break; - - case E_PLAIN: - { - m_WaveQueue.push(cur); - m_StartSide[cur.x][cur.z] = Sides[i]; - m_WayLength[cur.x][cur.z] = 1; - LOG_FLUID("Plain found: %d", int(Sides[i])); - } - } - } - - Vector3i curBlock; - - bool bContinue = !m_WaveQueue.empty(); - - if(!m_WaveQueue.empty()) - { - curBlock = m_WaveQueue.front(); - bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole); - } - - while(bContinue) - { - LOG_FLUID("while iteration" ); - curBlock = m_WaveQueue.front(); - UpdateWave(CornerGlobal, curBlock); - m_WaveQueue.pop(); - - bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) ); - } - - - - if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z )); - if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z )); - if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 )); - if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 )); - - if(Points.empty()) - { - 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::set< Vector3i >* m_ActiveFluid; - std::set< Vector3i >* m_Buffer; - cWorld* m_World; - cFluidSimulator *m_Simulator; - - const static int AREA_WIDTH = 11; - - const static unsigned char E_SIDE_RIGHT = 0x10; - const static unsigned char E_SIDE_LEFT = 0x20; - const static unsigned char E_SIDE_FRONT = 0x40; - const static unsigned char E_SIDE_BACK = 0x80; - const static unsigned char E_SIDE_NONE = 0x00; - - enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2}; - - eRelief m_Relief[AREA_WIDTH][AREA_WIDTH]; - unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH]; - unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH]; - - std::queue m_WaveQueue; - - int m_NearestHole; - unsigned char m_CurResult; -}; - - - - - -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 ) -{ - char BlockType = m_World->GetBlock(a_X, a_Y, a_Z); - if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks - { - return; - } - - std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid; - ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) ); -} - - - - - -char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z ) -{ - char Max = m_MaxHeight + m_FlowReduction; - -#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 + m_FlowReduction ) 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::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer; - for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr ) - { - const Vector3i & pos = *itr; - - if(UniqueSituation(pos)) - { - continue; - } - - 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( BlockID == m_StationaryFluidBlock) Meta = 0; - 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 ); - bool bWashedAwayItem = CanWashAway( DownID ); - if( (IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryBlock(DownID) ) // free for fluid - { - if( bWashedAwayItem ) - { - cItems Drops; - cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(pos.x, pos.y - 1, pos.z), E_ITEM_EMPTY, Drops); - m_World->SpawnItemPickups(Drops, pos.x, pos.y - 1, pos.z); - } - 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 ); - ApplyUniqueToNearest(pos - Vector3i(0, 1, 0)); - } - } - if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // 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 ); - ApplyUniqueToNearest(pos); - } - else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // 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 ); - bool bWashedAwayItem = CanWashAway( BlockID ); - - if (!IsPassableForFluid(BlockID)) continue; - - if (!IsAllowedBlock(BlockID)) - { - if (bWashedAwayItem) - { - cItems Drops; - cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(p.x, p.y, p.z), E_ITEM_EMPTY, Drops); - m_World->SpawnItemPickups(Drops, p.x, p.y, p.z); - } - - 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 ); - ApplyUniqueToNearest(p); - } - 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 ); - ApplyUniqueToNearest(p); - } - } - } - } - } - } - else// not fed - { - m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 ); - WakeUp( pos.x, pos.y, pos.z ); - } - } - } -} - - - - - -bool cFluidSimulator::IsPassableForFluid(char a_BlockID) -{ - return a_BlockID == E_BLOCK_AIR - || a_BlockID == E_BLOCK_FIRE - || IsAllowedBlock(a_BlockID) - || CanWashAway(a_BlockID); -} - - - - - -bool cFluidSimulator::IsStationaryBlock (char a_BlockID) -{ - return a_BlockID == m_StationaryFluidBlock; -} - - - - - -bool cFluidSimulator::CanWashAway( char a_BlockID ) -{ - switch( a_BlockID ) - { - case E_BLOCK_YELLOW_FLOWER: - case E_BLOCK_RED_ROSE: - case E_BLOCK_RED_MUSHROOM: - case E_BLOCK_BROWN_MUSHROOM: - case E_BLOCK_CACTUS: - return true; - default: - return false; - }; -} - - - - - -bool cFluidSimulator::IsSolidBlock( char a_BlockID ) -{ - return !(a_BlockID == E_BLOCK_AIR - || a_BlockID == E_BLOCK_FIRE - || IsBlockLava(a_BlockID) - || IsBlockWater(a_BlockID) - || CanWashAway(a_BlockID)); -} - - - - - -//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 = 0, Y = 0, Z = 0; //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; - - Points.reserve(4); //Already allocate 4 places :D - - //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::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; -} - - - - - -bool cFluidSimulator::UniqueSituation(Vector3i a_Pos) -{ - bool result = false; - - char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); - char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); - - if(IsBlockWater(BlockId)) - { - - char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); - if(IsBlockLava(UpperBlock)) - { - m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0); - } - - - if(BlockId != E_BLOCK_STATIONARY_WATER) - { - char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z ); - if(IsSolidBlock(DownBlockId)) - { - Vector3i LevelPoints [] = { - Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), - }; - int SourceBlocksCount = 0; - for(int i=0; i<4; i++) - { - if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER) - { - SourceBlocksCount++; - } - } - if(SourceBlocksCount>=2) - { - m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0); - } - } - - } - } - - if(IsBlockLava(BlockId)) - { - bool bWater = false; - - char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); - if (IsBlockWater(UpperBlock)) - { - bWater = true; - } - else - { - Vector3i LevelPoints [] = { - Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), - }; - - for(int i=0; i<4; i++) - { - if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z))) - { - bWater = true; - } - } - } - - - if(bWater) - { - if(BlockId == E_BLOCK_STATIONARY_LAVA) - { - m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0); - } - else if (MetaSetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0); - } - } - } - - return result; -} - - - - - -void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos) -{ - Vector3i NearPoints [] = { - Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), - Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), - Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z ) - }; - - for(int i=0; i<5; i++) - { - UniqueSituation(NearPoints[i]); - } -} - - - - +#include "Globals.h" + +#include +#include + +#include "cFluidSimulator.h" +#include "cWorld.h" +#include "Vector3i.h" +#include "BlockID.h" +#include "Defines.h" +#include "cItem.h" +#include "cBlockToPickup.h" + + + + + +//#define DEBUG_FLUID +#ifdef DEBUG_FLUID +#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ ) +#else +#define LOG_FLUID(...) +#endif + + + + + +class cFluidSimulator::FluidData +{ +public: + FluidData( cWorld* a_World, cFluidSimulator *a_Simulator ) + : m_ActiveFluid( new std::set < Vector3i >() ) + , m_Simulator (a_Simulator) + , m_Buffer( new std::set< Vector3i >() ) + , m_World( a_World ) + {} + + ~FluidData() + { + delete m_Buffer; + delete m_ActiveFluid; + } + + void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock) + { + Vector3i LevelPoints [] = { + Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ), + Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ), + Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ), + Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ), + }; + + for(int i=0; i<4; i++) + { + Vector3i cur = LevelPoints[i]; + switch(m_Relief[cur.x][cur.z]) + { + case E_HOLE: + { + m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; + m_CurResult|=m_StartSide[cur.x][cur.z]; + m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; + LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) ); + LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z); + }break; + + case E_BLOCK: + {}break; + + case E_PLAIN: + { + if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) + { + m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1; + m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z]; + m_WaveQueue.push(cur); + } + else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1) + { + m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z]; + } + LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]); + } + } + } + } + + std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z ) + { + + std::vector< Vector3i > Points; //result + + Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2); + + //TODO: rewrite without relief, get blocks directly in algorithm + for(int x=0; xGetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z ); + char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z ); + + if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock))) + { + m_Relief[x][z] = E_BLOCK; + } + else if(m_Simulator->IsSolidBlock(DownBlock)) + { + m_Relief[x][z] = E_PLAIN; + } + else + { + m_Relief[x][z] = E_HOLE; + } + m_WayLength[x][z] = 255; + m_StartSide[x][z] = E_SIDE_NONE; + } + LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]); + } + + m_NearestHole = 5; + m_CurResult = 0; + while(!m_WaveQueue.empty()) m_WaveQueue.pop(); + + int left = AREA_WIDTH/2 - 1; + int right = AREA_WIDTH/2 + 1; + int center = AREA_WIDTH/2; + + Vector3i r(right, 0, center); //right block + Vector3i l(left, 0, center); //left block + Vector3i f(center, 0, right); //front block + Vector3i b(center, 0, left); //back block + Vector3i c(center, 0, center); //center block + + m_WayLength[c.x][c.z] = 0; + + Vector3i Nearest[] = {r, l, f, b}; + unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK}; + + for(int i=0; i<4; i++) + { + Vector3i cur = Nearest[i]; + switch(m_Relief[cur.x][cur.z]) + { + case E_HOLE: + { + m_StartSide[cur.x][cur.z] = Sides[i]; + m_CurResult |= m_StartSide[cur.x][cur.z]; + m_NearestHole = 1; + LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) ); + }break; + + case E_BLOCK: + {}break; + + case E_PLAIN: + { + m_WaveQueue.push(cur); + m_StartSide[cur.x][cur.z] = Sides[i]; + m_WayLength[cur.x][cur.z] = 1; + LOG_FLUID("Plain found: %d", int(Sides[i])); + } + } + } + + Vector3i curBlock; + + bool bContinue = !m_WaveQueue.empty(); + + if(!m_WaveQueue.empty()) + { + curBlock = m_WaveQueue.front(); + bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole); + } + + while(bContinue) + { + LOG_FLUID("while iteration" ); + curBlock = m_WaveQueue.front(); + UpdateWave(CornerGlobal, curBlock); + m_WaveQueue.pop(); + + bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) ); + } + + + + if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z )); + if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z )); + if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 )); + if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 )); + + if(Points.empty()) + { + 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::set< Vector3i >* m_ActiveFluid; + std::set< Vector3i >* m_Buffer; + cWorld* m_World; + cFluidSimulator *m_Simulator; + + const static int AREA_WIDTH = 11; + + const static unsigned char E_SIDE_RIGHT = 0x10; + const static unsigned char E_SIDE_LEFT = 0x20; + const static unsigned char E_SIDE_FRONT = 0x40; + const static unsigned char E_SIDE_BACK = 0x80; + const static unsigned char E_SIDE_NONE = 0x00; + + enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2}; + + eRelief m_Relief[AREA_WIDTH][AREA_WIDTH]; + unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH]; + unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH]; + + std::queue m_WaveQueue; + + int m_NearestHole; + unsigned char m_CurResult; +}; + + + + + +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 ) +{ + char BlockType = m_World->GetBlock(a_X, a_Y, a_Z); + if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks + { + return; + } + + std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid; + ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) ); +} + + + + + +char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z ) +{ + char Max = m_MaxHeight + m_FlowReduction; + +#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 + m_FlowReduction ) 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::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer; + for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr ) + { + const Vector3i & pos = *itr; + + if(UniqueSituation(pos)) + { + continue; + } + + 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( BlockID == m_StationaryFluidBlock) Meta = 0; + 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 ); + bool bWashedAwayItem = CanWashAway( DownID ); + if( (IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryBlock(DownID) ) // free for fluid + { + if( bWashedAwayItem ) + { + cItems Drops; + cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(pos.x, pos.y - 1, pos.z), E_ITEM_EMPTY, Drops); + m_World->SpawnItemPickups(Drops, pos.x, pos.y - 1, pos.z); + } + 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 ); + ApplyUniqueToNearest(pos - Vector3i(0, 1, 0)); + } + } + if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // 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 ); + ApplyUniqueToNearest(pos); + } + else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // 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 ); + bool bWashedAwayItem = CanWashAway( BlockID ); + + if (!IsPassableForFluid(BlockID)) continue; + + if (!IsAllowedBlock(BlockID)) + { + if (bWashedAwayItem) + { + cItems Drops; + cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(p.x, p.y, p.z), E_ITEM_EMPTY, Drops); + m_World->SpawnItemPickups(Drops, p.x, p.y, p.z); + } + + 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 ); + ApplyUniqueToNearest(p); + } + 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 ); + ApplyUniqueToNearest(p); + } + } + } + } + } + } + else// not fed + { + m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 ); + WakeUp( pos.x, pos.y, pos.z ); + } + } + } +} + + + + + +bool cFluidSimulator::IsPassableForFluid(char a_BlockID) +{ + return a_BlockID == E_BLOCK_AIR + || a_BlockID == E_BLOCK_FIRE + || IsAllowedBlock(a_BlockID) + || CanWashAway(a_BlockID); +} + + + + + +bool cFluidSimulator::IsStationaryBlock (char a_BlockID) +{ + return a_BlockID == m_StationaryFluidBlock; +} + + + + + +bool cFluidSimulator::CanWashAway( char a_BlockID ) +{ + switch( a_BlockID ) + { + case E_BLOCK_YELLOW_FLOWER: + case E_BLOCK_RED_ROSE: + case E_BLOCK_RED_MUSHROOM: + case E_BLOCK_BROWN_MUSHROOM: + case E_BLOCK_CACTUS: + return true; + default: + return false; + }; +} + + + + + +bool cFluidSimulator::IsSolidBlock( char a_BlockID ) +{ + return !(a_BlockID == E_BLOCK_AIR + || a_BlockID == E_BLOCK_FIRE + || IsBlockLava(a_BlockID) + || IsBlockWater(a_BlockID) + || CanWashAway(a_BlockID)); +} + + + + + +//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 = 0, Y = 0, Z = 0; //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; + + Points.reserve(4); //Already allocate 4 places :D + + //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::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; +} + + + + + +bool cFluidSimulator::UniqueSituation(Vector3i a_Pos) +{ + bool result = false; + + char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z ); + char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z ); + + if(IsBlockWater(BlockId)) + { + + char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); + if(IsBlockLava(UpperBlock)) + { + m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0); + } + + + if(BlockId != E_BLOCK_STATIONARY_WATER) + { + char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z ); + if(IsSolidBlock(DownBlockId)) + { + Vector3i LevelPoints [] = { + Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), + }; + int SourceBlocksCount = 0; + for(int i=0; i<4; i++) + { + if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER) + { + SourceBlocksCount++; + } + } + if(SourceBlocksCount>=2) + { + m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0); + } + } + + } + } + + if(IsBlockLava(BlockId)) + { + bool bWater = false; + + char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z ); + if (IsBlockWater(UpperBlock)) + { + bWater = true; + } + else + { + Vector3i LevelPoints [] = { + Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), + }; + + for(int i=0; i<4; i++) + { + if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z))) + { + bWater = true; + } + } + } + + + if(bWater) + { + if(BlockId == E_BLOCK_STATIONARY_LAVA) + { + m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0); + } + else if (MetaSetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0); + } + } + } + + return result; +} + + + + + +void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos) +{ + Vector3i NearPoints [] = { + Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ), + Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ), + Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z ) + }; + + for(int i=0; i<5; i++) + { + UniqueSituation(NearPoints[i]); + } +} + + + + -- cgit v1.2.3