#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cFluidSimulator.h" #include "cWorld.h" #include "Vector3i.h" #include "BlockID.h" #include "Defines.h" #include "cPickup.h" #include "cItem.h" class cFluidSimulator::FluidData { public: FluidData( cWorld* a_World, cFluidSimulator *a_Simulator ) : m_ActiveFluid( new std::list < Vector3i >() ) , m_Simulator (a_Simulator) , m_Buffer( new std::list< Vector3i >() ) , m_World( a_World ) {} ~FluidData() { delete m_Buffer; delete m_ActiveFluid; } 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::list< Vector3i >* m_ActiveFluid; std::list< 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 ) { if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks return; // Check for duplicates std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid; for( std::list< 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; #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::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer; for( std::list< 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 ); bool bWashedAwayItem = CanWashAway( DownID ); if( IsPassableForFluid(DownID) || bWashedAwayItem ) // free for fluid { if( bWashedAwayItem ) { cPickup* Pickup = new cPickup( pos.x * 32 + 16, (pos.y-1) * 32 + 16, pos.z * 32 + 16, cItem( (ENUM_ITEM_ID)DownID, 1, m_World->GetBlockMeta( pos.x, pos.y-1, pos.z ) ) ); Pickup->Initialize( m_World ); } 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 ); bool bWashedAwayItem = CanWashAway( BlockID ); if( !IsAllowedBlock( BlockID ) ) { if( bWashedAwayItem ) { cPickup* Pickup = new cPickup( p.x * 32 + 16, p.y * 32 + 16, p.z * 32 + 16, cItem( (ENUM_ITEM_ID)BlockID, 1, m_World->GetBlockMeta( p.x, p.y, p.z ) ) ); Pickup->Initialize( m_World ); } 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 ); } } } } 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::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; }; } //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; }