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-rw-r--r--source/Simulator/ClassicFluidSimulator.h58
-rw-r--r--source/Simulator/FireSimulator.cpp178
-rw-r--r--source/Simulator/FireSimulator.h40
-rw-r--r--source/Simulator/FluidSimulator.cpp19
-rw-r--r--source/Simulator/FluidSimulator.h47
-rw-r--r--source/Simulator/LavaSimulator.cpp20
-rw-r--r--source/Simulator/LavaSimulator.h12
-rw-r--r--source/Simulator/RedstoneSimulator.cpp886
-rw-r--r--source/Simulator/RedstoneSimulator.h81
-rw-r--r--source/Simulator/SandSimulator.cpp101
-rw-r--r--source/Simulator/SandSimulator.h33
-rw-r--r--source/Simulator/Simulator.cpp44
-rw-r--r--source/Simulator/Simulator.h38
-rw-r--r--source/Simulator/SimulatorManager.cpp67
-rw-r--r--source/Simulator/SimulatorManager.h39
-rw-r--r--source/Simulator/WaterSimulator.cpp22
-rw-r--r--source/Simulator/WaterSimulator.h11
17 files changed, 1696 insertions, 0 deletions
diff --git a/source/Simulator/ClassicFluidSimulator.h b/source/Simulator/ClassicFluidSimulator.h
new file mode 100644
index 000000000..ebccda487
--- /dev/null
+++ b/source/Simulator/ClassicFluidSimulator.h
@@ -0,0 +1,58 @@
+
+// ClassicFluidSimulator.h
+
+// Interfaces to the cClassicFluidSimulator class representing the original MCServer's fluid simulator
+
+
+
+
+
+#pragma once
+
+#include "FluidSimulator.h"
+
+
+
+
+
+class cClassicFluidSimulator :
+ public cFluidSimulator
+{
+public:
+ cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff);
+ ~cClassicFluidSimulator();
+
+ // cSimulator overrides:
+ virtual void Simulate(float a_Dt) override;
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
+ // cFluidSimulator overrides:
+ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
+
+ bool CanWashAway (BLOCKTYPE a_BlockType);
+ bool IsSolidBlock(BLOCKTYPE a_BlockType);
+ bool IsPassableForFluid(BLOCKTYPE a_BlockType);
+
+protected:
+ NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ /// Applies special rules such as generation of water between sources, returns false if it is necessary to apply general rules
+ bool UniqueSituation(Vector3i a_Pos);
+
+ void ApplyUniqueToNearest(Vector3i a_Pos);
+
+ float m_Timer;
+
+ // fwd: ClassicFluidSimulator.cpp
+ class FluidData;
+
+ FluidData * m_Data;
+
+ NIBBLETYPE m_MaxHeight;
+ NIBBLETYPE m_Falloff;
+} ;
+
+
+
+
diff --git a/source/Simulator/FireSimulator.cpp b/source/Simulator/FireSimulator.cpp
new file mode 100644
index 000000000..c2f22668b
--- /dev/null
+++ b/source/Simulator/FireSimulator.cpp
@@ -0,0 +1,178 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "FireSimulator.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+
+
+
+
+
+cFireSimulator::cFireSimulator( cWorld* a_World )
+ : cSimulator(a_World)
+ , m_Blocks(new BlockList)
+ , m_Buffer(new BlockList)
+ , m_BurningBlocks(new BlockList)
+{
+}
+
+
+
+
+
+cFireSimulator::~cFireSimulator()
+{
+ delete m_Buffer;
+ delete m_Blocks;
+ delete m_BurningBlocks;
+}
+
+
+
+
+
+void cFireSimulator::Simulate( float a_Dt )
+{
+ m_Buffer->clear();
+ std::swap( m_Blocks, m_Buffer );
+
+ for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
+ {
+ Vector3i Pos = *itr;
+
+ char BlockID = m_World->GetBlock(Pos.x, Pos.y, Pos.z);
+
+ if(!IsAllowedBlock(BlockID)) //Check wheather the block is still burning
+ continue;
+
+ if(BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again
+ _AddBlock(Pos.x, Pos.y, Pos.z);
+ else
+ if(!IsForeverBurnable(m_World->GetBlock(Pos.x, Pos.y - 1, Pos.z)) && !FiresForever(BlockID))
+ m_World->SetBlock(Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0);
+
+ }
+
+}
+
+
+
+
+
+bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType == E_BLOCK_FIRE
+ || IsBlockLava(a_BlockType);
+}
+
+
+
+
+
+void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
+{
+ char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
+ if(!IsAllowedBlock(BlockID)) //This should save very much time because it doesn´t have to iterate through all blocks
+ return;
+
+ //check for duplicates
+ for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
+ {
+ Vector3i Pos = *itr;
+ if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
+ return;
+ }
+
+ _AddBlock(a_X, a_Y, a_Z);
+
+}
+
+
+
+
+
+void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
+{
+ m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
+
+}
+
+
+
+
+
+bool cFireSimulator::IsForeverBurnable( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType == E_BLOCK_BLOODSTONE;
+}
+
+
+
+
+
+bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType == E_BLOCK_PLANKS
+ || a_BlockType == E_BLOCK_LEAVES
+ || a_BlockType == E_BLOCK_LOG
+ || a_BlockType == E_BLOCK_WOOL
+ || a_BlockType == E_BLOCK_BOOKCASE
+ || a_BlockType == E_BLOCK_FENCE
+ || a_BlockType == E_BLOCK_TNT
+ || a_BlockType == E_BLOCK_VINES;
+}
+
+
+
+
+
+bool cFireSimulator::FiresForever( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType != E_BLOCK_FIRE;
+}
+
+
+
+
+
+bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
+{
+ return BurnBlock(a_X + 1, a_Y, a_Z)
+ || BurnBlock(a_X - 1, a_Y, a_Z)
+ || BurnBlock(a_X, a_Y + 1, a_Z)
+ || BurnBlock(a_X, a_Y - 1, a_Z)
+ || BurnBlock(a_X, a_Y, a_Z + 1)
+ || BurnBlock(a_X, a_Y, a_Z - 1);
+}
+
+
+
+
+
+bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
+{
+ char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
+ if(IsBurnable(BlockID))
+ {
+ m_World->SetBlock(a_X, a_Y, a_Z, E_BLOCK_FIRE, 0);
+ return true;
+ }
+ if(IsForeverBurnable(BlockID))
+ {
+ char BlockAbove = m_World->GetBlock(a_X, a_Y + 1, a_Z);
+ if(BlockAbove == E_BLOCK_AIR)
+ {
+ m_World->SetBlock(a_X, a_Y + 1, a_Z, E_BLOCK_FIRE, 0); //Doesn´t notify the simulator so it won´t go off
+ return true;
+ }
+ return false;
+ }
+
+ return false;
+}
+
+
+
+
diff --git a/source/Simulator/FireSimulator.h b/source/Simulator/FireSimulator.h
new file mode 100644
index 000000000..753259c2c
--- /dev/null
+++ b/source/Simulator/FireSimulator.h
@@ -0,0 +1,40 @@
+
+#pragma once
+
+#include "Simulator.h"
+#include "../BlockEntity.h"
+
+
+
+
+
+class cFireSimulator : public cSimulator
+{
+public:
+ cFireSimulator( cWorld* a_World );
+ ~cFireSimulator();
+
+ virtual void Simulate( float a_Dt ) override;
+
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
+
+ virtual bool IsBurnable( BLOCKTYPE a_BlockType );
+ virtual bool IsForeverBurnable( BLOCKTYPE a_BlockType );
+ virtual bool FiresForever( BLOCKTYPE a_BlockType );
+
+protected:
+ virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
+ virtual void _AddBlock(int a_X, int a_Y, int a_Z); // _X 2012_10_13: WTF? what kind of naming is this? Use proper names!
+ virtual bool BurnBlockAround(int a_X, int a_Y, int a_Z);
+ virtual bool BurnBlock(int a_X, int a_Y, int a_Z);
+
+ typedef std::list <Vector3i> BlockList;
+ BlockList *m_Blocks;
+ BlockList *m_Buffer;
+
+ BlockList *m_BurningBlocks;
+};
+
+
+
+
diff --git a/source/Simulator/FluidSimulator.cpp b/source/Simulator/FluidSimulator.cpp
new file mode 100644
index 000000000..d352d5d4d
--- /dev/null
+++ b/source/Simulator/FluidSimulator.cpp
@@ -0,0 +1,19 @@
+
+#include "Globals.h"
+
+#include "FluidSimulator.h"
+
+
+
+
+
+cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
+ super(a_World),
+ m_FluidBlock(a_Fluid),
+ m_StationaryFluidBlock(a_StationaryFluid)
+{
+}
+
+
+
+
diff --git a/source/Simulator/FluidSimulator.h b/source/Simulator/FluidSimulator.h
new file mode 100644
index 000000000..f0b2b23ba
--- /dev/null
+++ b/source/Simulator/FluidSimulator.h
@@ -0,0 +1,47 @@
+
+#pragma once
+
+#include "Simulator.h"
+
+
+
+
+
+enum Direction
+{
+ X_PLUS,
+ X_MINUS,
+ Y_PLUS,
+ Y_MINUS,
+ Z_PLUS,
+ Z_MINUS,
+ NONE
+};
+
+
+
+
+
+class cFluidSimulator :
+ public cSimulator
+{
+ typedef cSimulator super;
+
+public:
+ cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
+
+ // Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
+ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) = 0;
+
+ bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
+ bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
+
+protected:
+ BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
+ BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
+} ;
+
+
+
+
+
diff --git a/source/Simulator/LavaSimulator.cpp b/source/Simulator/LavaSimulator.cpp
new file mode 100644
index 000000000..726cc37e4
--- /dev/null
+++ b/source/Simulator/LavaSimulator.cpp
@@ -0,0 +1,20 @@
+#include "Globals.h"
+#include "LavaSimulator.h"
+#include "Defines.h"
+#include "World.h"
+
+
+cLavaSimulator::cLavaSimulator(cWorld *a_World)
+ : cFluidSimulator(a_World)
+{
+ m_FluidBlock = E_BLOCK_LAVA;
+ m_StationaryFluidBlock = E_BLOCK_STATIONARY_LAVA;
+ m_MaxHeight = 6;
+ m_FlowReduction = 2;
+}
+
+
+bool cLavaSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
+{
+ return IsBlockLava(a_BlockType);
+} \ No newline at end of file
diff --git a/source/Simulator/LavaSimulator.h b/source/Simulator/LavaSimulator.h
new file mode 100644
index 000000000..d85b335b7
--- /dev/null
+++ b/source/Simulator/LavaSimulator.h
@@ -0,0 +1,12 @@
+#pragma once
+#include "FluidSimulator.h"
+
+class cLavaSimulator : public cFluidSimulator
+{
+public:
+ cLavaSimulator( cWorld* a_World );
+
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
+
+
+}; \ No newline at end of file
diff --git a/source/Simulator/RedstoneSimulator.cpp b/source/Simulator/RedstoneSimulator.cpp
new file mode 100644
index 000000000..1c30be324
--- /dev/null
+++ b/source/Simulator/RedstoneSimulator.cpp
@@ -0,0 +1,886 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "RedstoneSimulator.h"
+#include "../Piston.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Torch.h"
+
+
+
+
+
+cRedstoneSimulator::cRedstoneSimulator( cWorld* a_World )
+ : super(a_World)
+{
+}
+
+
+
+
+
+cRedstoneSimulator::~cRedstoneSimulator()
+{
+}
+
+
+
+
+
+void cRedstoneSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+{
+ cCSLock Lock( m_CS );
+ m_Blocks.push_back( Vector3i( a_X, a_Y, a_Z ) );
+}
+
+
+
+
+
+void cRedstoneSimulator::Simulate( float a_Dt )
+{
+ // Toggle torches on/off
+ while( !m_RefreshTorchesAround.empty() )
+ {
+ Vector3i pos = m_RefreshTorchesAround.front();
+ m_RefreshTorchesAround.pop_front();
+
+ RefreshTorchesAround( pos );
+ }
+
+ // Set repeaters to correct values, and decrement ticks
+ for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); )
+ {
+ (*itr).Ticks--;
+ if( (*itr).Ticks <= 0 )
+ {
+ char Block = m_World->GetBlock( (*itr).Position );
+ if( (*itr).bPowerOn == true && Block == E_BLOCK_REDSTONE_REPEATER_OFF )
+ {
+ m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_ON, m_World->GetBlockMeta( (*itr).Position ) );
+ m_Blocks.push_back( (*itr).Position );
+ }
+ else if( (*itr).bPowerOn == false && Block == E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ m_World->FastSetBlock( (*itr).Position.x, (*itr).Position.y, (*itr).Position.z, E_BLOCK_REDSTONE_REPEATER_OFF, m_World->GetBlockMeta( (*itr).Position ) );
+ m_Blocks.push_back( (*itr).Position );
+ }
+
+ if( (*itr).bPowerOffNextTime )
+ {
+ (*itr).bPowerOn = false;
+ (*itr).bPowerOffNextTime = false;
+ (*itr).Ticks = 10; // TODO: Look up actual ticks from block metadata
+ ++itr;
+ }
+ else
+ {
+ itr = m_SetRepeaters.erase( itr );
+ }
+ }
+ else
+ {
+ ++itr;
+ }
+ }
+
+ // Handle changed blocks
+ {
+ cCSLock Lock( m_CS );
+ std::swap( m_Blocks, m_BlocksBuffer );
+ }
+ for( BlockList::iterator itr = m_BlocksBuffer.begin(); itr != m_BlocksBuffer.end(); ++itr )
+ {
+ HandleChange( *itr );
+ }
+ m_BlocksBuffer.clear();
+}
+
+
+
+
+
+void cRedstoneSimulator::RefreshTorchesAround( const Vector3i & a_BlockPos )
+{
+ static Vector3i Surroundings [] = {
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0, 1, 0), // Also toggle torch on top
+ };
+ char TargetBlockID = E_BLOCK_REDSTONE_TORCH_ON;
+ char TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_OFF;
+ if( IsPowered( a_BlockPos, true ) )
+ {
+ TargetBlockID = E_BLOCK_REDSTONE_TORCH_OFF;
+ TargetRepeaterID = E_BLOCK_REDSTONE_REPEATER_ON;
+ //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_DIRT )
+ //{
+ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_STONE, 0 );
+ //}
+ }
+ else
+ {
+ //if( m_World->GetBlock( a_BlockPos ) == E_BLOCK_STONE )
+ //{
+ // m_World->FastSetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_DIRT, 0 );
+ //}
+ }
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i TorchPos = a_BlockPos + Surroundings[i];
+ const char Block = m_World->GetBlock( TorchPos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ if( Block != TargetBlockID )
+ {
+ char TorchMeta = m_World->GetBlockMeta( TorchPos );
+ if( cTorch::IsAttachedTo( TorchPos, TorchMeta, a_BlockPos ) )
+ {
+ m_World->FastSetBlock( TorchPos.x, TorchPos.y, TorchPos.z, TargetBlockID, m_World->GetBlockMeta( TorchPos ) );
+ m_Blocks.push_back( TorchPos );
+ }
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ if ((Block != TargetRepeaterID) && IsRepeaterPointingAway( TorchPos, m_World->GetBlockMeta( TorchPos ), a_BlockPos ) )
+ {
+ SetRepeater( TorchPos, 10, TargetRepeaterID == E_BLOCK_REDSTONE_REPEATER_ON );
+ }
+ break;
+ default:
+ break;
+ };
+ }
+}
+
+
+
+
+
+void cRedstoneSimulator::HandleChange( const Vector3i & a_BlockPos )
+{
+ std::deque< Vector3i > SpreadStack;
+
+ Vector3i Surroundings[] = {
+ Vector3i( 1, 0, 0 ),
+ Vector3i( 1, 1, 0 ),
+ Vector3i( 1,-1, 0 ),
+ Vector3i(-1, 0, 0 ),
+ Vector3i(-1, 1, 0 ),
+ Vector3i(-1,-1, 0 ),
+ Vector3i( 0, 0, 1 ),
+ Vector3i( 0, 1, 1 ),
+ Vector3i( 0,-1, 1 ),
+ Vector3i( 0, 0,-1 ),
+ Vector3i( 0, 1,-1 ),
+ Vector3i( 0,-1,-1 ),
+ Vector3i( 0,-1, 0 ),
+ };
+
+ char Block = m_World->GetBlock( a_BlockPos );
+
+ // First check whether torch should be on or off
+ if( Block == E_BLOCK_REDSTONE_TORCH_ON || Block == E_BLOCK_REDSTONE_TORCH_OFF )
+ {
+ static Vector3i Surroundings [] = {
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0,-1, 0),
+ };
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Surroundings[i];
+ char OtherBlock = m_World->GetBlock( pos );
+ if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) )
+ {
+ RefreshTorchesAround( pos );
+ }
+ }
+ Block = m_World->GetBlock( a_BlockPos ); // Make sure we got the updated block
+ }
+ else if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF ) // Check if repeater is powered by a 'powered block' (not wires/torch)
+ {
+ Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ Vector3i pos = a_BlockPos - Direction; // NOTE: It's minus Direction
+ char OtherBlock = m_World->GetBlock( pos );
+ if( (OtherBlock != E_BLOCK_AIR) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_ON) && (OtherBlock != E_BLOCK_REDSTONE_TORCH_OFF) && (OtherBlock != E_BLOCK_REDSTONE_WIRE) )
+ {
+ RefreshTorchesAround( pos );
+ }
+ else
+ {
+ SetRepeater( a_BlockPos, 10, IsPowered( a_BlockPos, false ) );
+ }
+ Block = m_World->GetBlock( a_BlockPos );
+ }
+
+ BlockList Sources;
+ // If torch is still on, use it as a source
+ if( Block == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ Sources.push_back( a_BlockPos );
+ }
+ else if( Block == E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ static Vector3i Surroundings [] = { // It only spreads right in front, and one block up
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Direction + Surroundings[i];
+ if( PowerBlock( pos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( pos );
+ }
+ }
+ }
+
+ // Power all blocks legally connected to the sources
+ if( Block != E_BLOCK_REDSTONE_REPEATER_ON )
+ {
+ BlockList NewSources = RemoveCurrent( a_BlockPos );
+ Sources.insert( Sources.end(), NewSources.begin(), NewSources.end() );
+ while( !Sources.empty() )
+ {
+ Vector3i SourcePos = Sources.back();
+ Sources.pop_back();
+
+ char Block = m_World->GetBlock( SourcePos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ static Vector3i Surroundings [] = {
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ };
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i OtherPos = SourcePos + Surroundings[i];
+ if( PowerBlock( OtherPos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( OtherPos ); // Changed, so add to stack
+ }
+ }
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ static Vector3i Surroundings [] = {
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( SourcePos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = SourcePos + Direction + Surroundings[i];
+ if( PowerBlock( pos, a_BlockPos, 0xf ) )
+ {
+ SpreadStack.push_back( pos );
+ }
+ }
+ }
+ break;
+ };
+
+
+ }
+ }
+
+
+ // Do a floodfill
+ while( !SpreadStack.empty() )
+ {
+ Vector3i pos = SpreadStack.back();
+ SpreadStack.pop_back();
+
+ char Meta = m_World->GetBlockMeta( pos );
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i OtherPos = pos + Surroundings[i];
+ if( PowerBlock( OtherPos, pos, Meta-1 ) )
+ {
+ SpreadStack.push_back( OtherPos ); // Changed, so add to stack
+ }
+ }
+ }
+
+ // Only after a redstone area has been completely simulated the redstone entities can react
+ while( !m_RefreshPistons.empty() )
+ {
+ Vector3i pos = m_RefreshPistons.back();
+ m_RefreshPistons.pop_back();
+
+ char Block = m_World->GetBlock( pos );
+ switch( Block )
+ {
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ if( IsPowered( pos ) )
+ {
+ cPiston Piston( m_World );
+ Piston.ExtendPiston( pos.x, pos.y, pos.z );
+ }
+ else
+ {
+ cPiston Piston( m_World );
+ Piston.RetractPiston( pos.x, pos.y, pos.z );
+ }
+ break;
+ default:
+ break;
+ };
+ }
+}
+
+
+
+
+
+bool cRedstoneSimulator::PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power )
+{
+ char Block = m_World->GetBlock( a_BlockPos );
+ switch( Block )
+ {
+ case E_BLOCK_REDSTONE_WIRE:
+ {
+ if( m_World->GetBlockMeta( a_BlockPos ) < a_Power )
+ {
+ m_World->SetBlockMeta( a_BlockPos, a_Power );
+ return true;
+ }
+ }
+ break;
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ m_RefreshPistons.push_back( a_BlockPos );
+ }
+ break;
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ))
+ {
+ SetRepeater( a_BlockPos, 10, true );
+ }
+ }
+ break;
+ default:
+ {
+ if( Block != E_BLOCK_AIR && Block != E_BLOCK_REDSTONE_TORCH_ON && Block != E_BLOCK_REDSTONE_TORCH_OFF )
+ {
+ if( IsPowered( a_BlockPos, true ) )
+ {
+ m_RefreshTorchesAround.push_back( a_BlockPos );
+ }
+ }
+ }
+ break;
+ };
+
+ return false;
+}
+
+
+
+
+
+int cRedstoneSimulator::UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock)
+{
+ BLOCKTYPE BlockType = m_World->GetBlock(a_BlockPos);
+ switch (BlockType)
+ {
+ case E_BLOCK_REDSTONE_WIRE:
+ {
+ if( m_World->GetBlockMeta( a_BlockPos ) > 0 )
+ {
+ m_World->SetBlockMeta( a_BlockPos, 0 );
+ return 1;
+ }
+ break;
+ }
+
+ case E_BLOCK_PISTON:
+ case E_BLOCK_STICKY_PISTON:
+ {
+ m_RefreshPistons.push_back( a_BlockPos );
+ break;
+ }
+
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ {
+ return 2;
+ break;
+ }
+
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ if (
+ IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock ) || // Repeater is next to wire
+ IsRepeaterPointingTo(a_BlockPos, m_World->GetBlockMeta(a_BlockPos), a_FromBlock - Vector3i(0, 1, 0)) // Repeater is below wire
+ )
+ {
+ return 2;
+ }
+ else if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ) )
+ {
+ SetRepeater( a_BlockPos, 10, false );
+ }
+ // fall-through:
+ }
+
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ {
+ if (IsRepeaterPointingAway( a_BlockPos, m_World->GetBlockMeta( a_BlockPos ), a_FromBlock ))
+ {
+ SetRepeater( a_BlockPos, 10, false );
+ }
+ break;
+ }
+
+ default:
+ {
+ if ((BlockType != E_BLOCK_AIR) && (BlockType != E_BLOCK_REDSTONE_TORCH_ON) && (BlockType != E_BLOCK_REDSTONE_TORCH_OFF))
+ {
+ if (!IsPowered(a_BlockPos, true))
+ {
+ m_RefreshTorchesAround.push_back( a_BlockPos );
+ }
+ }
+ break;
+ }
+ } // switch (BlockType)
+
+ return 0;
+}
+
+
+
+
+
+// Removes current from all powered redstone wires until it reaches an energy source.
+// Also returns all energy sources it encountered
+cRedstoneSimulator::BlockList cRedstoneSimulator::RemoveCurrent( const Vector3i & a_BlockPos )
+{
+
+
+ std::deque< Vector3i > SpreadStack;
+ std::deque< Vector3i > FoundSources;
+
+ Vector3i Surroundings[] = {
+ Vector3i( 1, 0, 0 ),
+ Vector3i( 1, 1, 0 ),
+ Vector3i( 1,-1, 0 ),
+ Vector3i(-1, 0, 0 ),
+ Vector3i(-1, 1, 0 ),
+ Vector3i(-1,-1, 0 ),
+ Vector3i( 0, 0, 1 ),
+ Vector3i( 0, 1, 1 ),
+ Vector3i( 0,-1, 1 ),
+ Vector3i( 0, 0,-1 ),
+ Vector3i( 0, 1,-1 ),
+ Vector3i( 0,-1,-1 ),
+ Vector3i( 0,-1, 0 ),
+ };
+
+ char Block = m_World->GetBlock( a_BlockPos );
+ if( Block == E_BLOCK_REDSTONE_REPEATER_ON || Block == E_BLOCK_REDSTONE_REPEATER_OFF )
+ {
+ static Vector3i Surroundings [] = { // Repeaters only spread right in front and 1 block up
+ Vector3i( 0, 0, 0),
+ Vector3i( 0, 1, 0),
+ };
+ Vector3i Direction = GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = a_BlockPos + Direction + Surroundings[i];
+ int RetVal = UnPowerBlock( pos, a_BlockPos );
+ if( RetVal == 1 )
+ {
+ SpreadStack.push_back( pos ); // Changed, so add to stack
+ }
+ else if( RetVal == 2 )
+ {
+ FoundSources.push_back( pos );
+ }
+ }
+ }
+ else if( Block == E_BLOCK_REDSTONE_TORCH_OFF || Block == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ static Vector3i Surroundings [] = { // Torches only spread on the same level
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0,-1),
+ Vector3i( 0, 0, 1),
+ };
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i pos = Vector3i( a_BlockPos ) + Surroundings[i];
+ int RetVal = UnPowerBlock( pos, a_BlockPos );
+ if( RetVal == 1 )
+ {
+ SpreadStack.push_back( pos ); // Changed, so add to stack
+ }
+ else if( RetVal == 2 )
+ {
+ FoundSources.push_back( pos );
+ }
+ }
+ }
+ else
+ {
+ SpreadStack.push_back( a_BlockPos );
+ }
+
+
+ while( !SpreadStack.empty() )
+ {
+ Vector3i pos = SpreadStack.back();
+ SpreadStack.pop_back();
+
+ for( unsigned int i = 0; i < ARRAYCOUNT( Surroundings ); ++i )
+ {
+ Vector3i OtherPos = pos + Surroundings[i];
+ int RetVal = UnPowerBlock( OtherPos, pos );
+ if( RetVal == 1 )
+ {
+ SpreadStack.push_back( OtherPos ); // Changed, so add to stack
+ }
+ else if( RetVal == 2 )
+ {
+ FoundSources.push_back( OtherPos );
+ }
+ }
+ }
+
+ return FoundSources;
+}
+
+
+
+
+
+bool cRedstoneSimulator::IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire )
+{
+ BLOCKTYPE PowerBlock = m_World->GetBlock( a_PowerPos );
+ if (!a_bOnlyByWire && (PowerBlock == E_BLOCK_REDSTONE_TORCH_ON)) return true;
+ if (PowerBlock == E_BLOCK_REDSTONE_REPEATER_ON ) // A repeater pointing towards block is regarded as wire
+ {
+ if (IsRepeaterPointingTo( a_PowerPos, m_World->GetBlockMeta( a_PowerPos ), a_BlockPos ) )
+ {
+ return true;
+ }
+ }
+ if (PowerBlock == E_BLOCK_REDSTONE_WIRE)
+ {
+ if (m_World->GetBlockMeta(a_PowerPos) > 0)
+ {
+ if (GetDirection(a_PowerPos) == a_WireDirection)
+ {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+
+
+
+bool cRedstoneSimulator::IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire /* = false */ )
+{
+ BLOCKTYPE Block = m_World->GetBlock( a_BlockPos );
+ if ((Block == E_BLOCK_REDSTONE_REPEATER_OFF) || (Block == E_BLOCK_REDSTONE_REPEATER_ON))
+ {
+ Vector3i Behind = a_BlockPos - GetRepeaterDirection( m_World->GetBlockMeta( a_BlockPos ) );
+ BLOCKTYPE BehindBlock = m_World->GetBlock( Behind );
+ if (BehindBlock == E_BLOCK_REDSTONE_TORCH_ON)
+ {
+ return true;
+ }
+ if (BehindBlock == E_BLOCK_REDSTONE_WIRE)
+ {
+ if( m_World->GetBlockMeta( Behind ) > 0 )
+ {
+ return true;
+ }
+ }
+ if (BehindBlock == E_BLOCK_REDSTONE_REPEATER_ON)
+ {
+ if (IsRepeaterPointingTo( Behind, m_World->GetBlockMeta( Behind ), a_BlockPos))
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ if( IsPowering( Vector3i( a_BlockPos.x-1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_POS, a_bOnlyByWire ) )
+ return true;
+ if( IsPowering( Vector3i( a_BlockPos.x+1, a_BlockPos.y, a_BlockPos.z ), a_BlockPos, REDSTONE_X_NEG, a_bOnlyByWire ) )
+ return true;
+ if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z-1 ), a_BlockPos, REDSTONE_Z_POS, a_bOnlyByWire ) )
+ return true;
+ if( IsPowering( Vector3i( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z+1 ), a_BlockPos, REDSTONE_Z_NEG, a_bOnlyByWire ) )
+ return true;
+
+ // Only wires can power the bottom block
+ char PosY = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z );
+ if( PosY == E_BLOCK_REDSTONE_WIRE )
+ {
+ if( m_World->GetBlockMeta( a_BlockPos.x, a_BlockPos.y+1, a_BlockPos.z ) > 0 )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+
+
+// Believe me, it works!! TODO: Add repeaters and low/high wires
+cRedstoneSimulator::eRedstoneDirection cRedstoneSimulator::GetDirection( int a_X, int a_Y, int a_Z )
+{
+ int Dir = REDSTONE_NONE;
+
+ char NegX = m_World->GetBlock( a_X-1, a_Y, a_Z );
+ if( NegX == E_BLOCK_REDSTONE_WIRE || NegX == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ Dir |= (REDSTONE_X_POS);
+ }
+ char PosX = m_World->GetBlock( a_X+1, a_Y, a_Z );
+ if( PosX == E_BLOCK_REDSTONE_WIRE || PosX == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ Dir |= (REDSTONE_X_NEG);
+ }
+ char NegZ = m_World->GetBlock( a_X, a_Y, a_Z-1 );
+ if( NegZ == E_BLOCK_REDSTONE_WIRE || NegZ == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_POS;
+ }
+ char PosZ = m_World->GetBlock( a_X, a_Y, a_Z+1 );
+ if( PosZ == E_BLOCK_REDSTONE_WIRE || PosZ == E_BLOCK_REDSTONE_TORCH_ON )
+ {
+ if( (Dir & REDSTONE_X_POS) && !(Dir & REDSTONE_X_NEG ) ) //corner
+ {
+ Dir ^= REDSTONE_X_POS;
+ Dir |= REDSTONE_X_NEG;
+ }
+ if( (Dir & REDSTONE_X_NEG) && !(Dir & REDSTONE_X_POS ) ) //corner
+ {
+ Dir ^= REDSTONE_X_NEG;
+ Dir |= REDSTONE_X_POS;
+ }
+ Dir |= REDSTONE_Z_NEG;
+ }
+
+ return (eRedstoneDirection)Dir;
+}
+
+
+
+
+
+bool cRedstoneSimulator::IsRepeaterPointingTo(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos)
+{
+ switch (a_MetaData & 0x3)
+ {
+ case 0x0:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x1:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x2:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x3:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cRedstoneSimulator::IsRepeaterPointingAway( const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos )
+{
+ switch (a_MetaData & 0x3)
+ {
+ case 0x0:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0,-1 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x1:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 1, 0, 0 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x2:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i( 0, 0, 1 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+
+ case 0x3:
+ {
+ if( (a_RepeaterPos - a_BlockPos).Equals( Vector3i(-1, 0, 0 ) ) )
+ {
+ return true;
+ }
+ break;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+NIBBLETYPE cRedstoneSimulator::RepeaterRotationToMetaData(float a_Rotation)
+{
+ a_Rotation += 90 + 45; // So its not aligned with axis
+ if (a_Rotation > 360.f)
+ {
+ a_Rotation -= 360.f;
+ }
+
+ if ((a_Rotation >= 0.f) && (a_Rotation < 90.f))
+ {
+ return 0x1;
+ }
+ else if ((a_Rotation >= 180) && (a_Rotation < 270))
+ {
+ return 0x3;
+ }
+ else if ((a_Rotation >= 90) && (a_Rotation < 180))
+ {
+ return 0x2;
+ }
+ else
+ {
+ return 0x0;
+ }
+}
+
+
+
+
+
+Vector3i cRedstoneSimulator::GetRepeaterDirection(NIBBLETYPE a_MetaData)
+{
+ switch (a_MetaData & 0x3)
+ {
+ case 0x0: return Vector3i( 0, 0,-1);
+ case 0x1: return Vector3i( 1, 0, 0);
+ case 0x2: return Vector3i( 0, 0, 1);
+ case 0x3: return Vector3i(-1, 0, 0);
+ }
+ return Vector3i();
+}
+
+
+
+
+
+void cRedstoneSimulator::SetRepeater( const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn )
+{
+ for( RepeaterList::iterator itr = m_SetRepeaters.begin(); itr != m_SetRepeaters.end(); ++itr )
+ {
+ sRepeaterChange & Change = *itr;
+ if( Change.Position.Equals( a_Position ) )
+ {
+ if( Change.bPowerOn && a_bPowerOn == false )
+ {
+ Change.bPowerOffNextTime = true;
+ }
+ if( a_bPowerOn == true )
+ {
+ Change.bPowerOffNextTime = false;
+ }
+ Change.bPowerOn |= a_bPowerOn;
+ return;
+ }
+ }
+
+ sRepeaterChange RC;
+ RC.Position = a_Position;
+ RC.Ticks = a_Ticks;
+ RC.bPowerOn = a_bPowerOn;
+ RC.bPowerOffNextTime = false;
+ m_SetRepeaters.push_back( RC );
+}
+
+
+
+
diff --git a/source/Simulator/RedstoneSimulator.h b/source/Simulator/RedstoneSimulator.h
new file mode 100644
index 000000000..f26b6b46b
--- /dev/null
+++ b/source/Simulator/RedstoneSimulator.h
@@ -0,0 +1,81 @@
+
+#pragma once
+
+#include "Simulator.h"
+
+
+
+
+
+class cRedstoneSimulator :
+ public cSimulator
+{
+ typedef cSimulator super;
+public:
+ cRedstoneSimulator( cWorld* a_World );
+ ~cRedstoneSimulator();
+
+ virtual void Simulate( float a_Dt ) override;
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override { return true; }
+
+ virtual void WakeUp( int a_X, int a_Y, int a_Z ) override;
+
+ enum eRedstoneDirection
+ {
+ REDSTONE_NONE = 0,
+ REDSTONE_X_POS = 0x1,
+ REDSTONE_X_NEG = 0x2,
+ REDSTONE_Z_POS = 0x4,
+ REDSTONE_Z_NEG = 0x8,
+ };
+ eRedstoneDirection GetDirection( int a_X, int a_Y, int a_Z );
+ eRedstoneDirection GetDirection( const Vector3i & a_Pos ) { return GetDirection( a_Pos.x, a_Pos.y, a_Pos.z ); }
+
+ static bool IsRepeaterPointingTo (const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
+ static bool IsRepeaterPointingAway(const Vector3i & a_RepeaterPos, char a_MetaData, const Vector3i & a_BlockPos);
+ static NIBBLETYPE RepeaterRotationToMetaData(float a_Rotation);
+ static Vector3i GetRepeaterDirection(NIBBLETYPE a_MetaData);
+
+
+private:
+ struct sRepeaterChange
+ {
+ Vector3i Position;
+ int Ticks;
+ bool bPowerOn;
+ bool bPowerOffNextTime;
+ };
+
+ typedef std::deque <Vector3i> BlockList;
+
+ typedef std::deque< sRepeaterChange > RepeaterList;
+ RepeaterList m_SetRepeaters;
+
+ void SetRepeater(const Vector3i & a_Position, int a_Ticks, bool a_bPowerOn);
+
+ virtual void AddBlock(int a_X, int a_Y, int a_Z) {}
+
+ void HandleChange( const Vector3i & a_BlockPos );
+ BlockList RemoveCurrent( const Vector3i & a_BlockPos );
+
+ bool PowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock, char a_Power );
+ int UnPowerBlock( const Vector3i & a_BlockPos, const Vector3i & a_FromBlock );
+
+ bool IsPowered( const Vector3i & a_BlockPos, bool a_bOnlyByWire = false );
+ bool IsPowering( const Vector3i & a_PowerPos, const Vector3i & a_BlockPos, eRedstoneDirection a_WireDirection, bool a_bOnlyByWire );
+
+ BlockList m_Blocks;
+ BlockList m_BlocksBuffer;
+
+ BlockList m_RefreshPistons;
+
+ BlockList m_RefreshTorchesAround;
+
+ void RefreshTorchesAround( const Vector3i & a_BlockPos );
+
+ cCriticalSection m_CS;
+};
+
+
+
+
diff --git a/source/Simulator/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp
new file mode 100644
index 000000000..69513afef
--- /dev/null
+++ b/source/Simulator/SandSimulator.cpp
@@ -0,0 +1,101 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "SandSimulator.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+#include "../FallingBlock.h"
+
+
+
+
+cSandSimulator::cSandSimulator( cWorld* a_World )
+ : cSimulator(a_World)
+ , m_Blocks(new BlockList)
+ , m_Buffer(new BlockList)
+{
+
+}
+
+
+
+
+
+cSandSimulator::~cSandSimulator()
+{
+ delete m_Buffer;
+ delete m_Blocks;
+}
+
+
+
+
+
+void cSandSimulator::Simulate( float a_Dt )
+{
+ m_Buffer->clear();
+ std::swap( m_Blocks, m_Buffer );
+
+ for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
+ {
+ Vector3i Pos = *itr;
+ BLOCKTYPE BlockID = m_World->GetBlock(Pos.x, Pos.y, Pos.z);
+ if(!IsAllowedBlock(BlockID))
+ continue;
+
+ BLOCKTYPE BottomBlock = m_World->GetBlock( Pos.x, Pos.y - 1, Pos.z );
+
+ if( IsPassable(BottomBlock) )
+ {
+ cFallingBlock * FallingBlock = new cFallingBlock( Pos, BlockID );
+ FallingBlock->Initialize( m_World );
+ m_World->SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
+ }
+ }
+
+}
+
+
+
+
+
+bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType == E_BLOCK_SAND
+ || a_BlockType == E_BLOCK_GRAVEL;
+}
+
+
+
+
+
+void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
+{
+ if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))
+ return;
+
+ Vector3i Block(a_X, a_Y, a_Z);
+
+ //check for duplicates
+ for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
+ {
+ Vector3i Pos = *itr;
+ if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
+ return;
+ }
+
+ m_Blocks->push_back(Block);
+}
+
+
+
+
+
+bool cSandSimulator::IsPassable( BLOCKTYPE a_BlockType )
+{
+ return a_BlockType == E_BLOCK_AIR
+ || IsBlockWater(a_BlockType)
+ || IsBlockLava(a_BlockType)
+ || a_BlockType == E_BLOCK_FIRE;
+}
diff --git a/source/Simulator/SandSimulator.h b/source/Simulator/SandSimulator.h
new file mode 100644
index 000000000..928ea63fc
--- /dev/null
+++ b/source/Simulator/SandSimulator.h
@@ -0,0 +1,33 @@
+
+#pragma once
+
+#include "Simulator.h"
+#include "../BlockEntity.h"
+#include "../Vector3i.h"
+
+
+
+
+
+class cSandSimulator : public cSimulator
+{
+public:
+ cSandSimulator( cWorld* a_World );
+ ~cSandSimulator();
+
+ virtual void Simulate( float a_Dt ) override;
+
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
+ virtual bool IsPassable( BLOCKTYPE a_BlockType );
+
+protected:
+ virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
+
+ typedef std::list <Vector3i> BlockList;
+ BlockList * m_Blocks;
+ BlockList * m_Buffer;
+};
+
+
+
+
diff --git a/source/Simulator/Simulator.cpp b/source/Simulator/Simulator.cpp
new file mode 100644
index 000000000..86b37e989
--- /dev/null
+++ b/source/Simulator/Simulator.cpp
@@ -0,0 +1,44 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Simulator.h"
+#include "../World.h"
+#include "../Vector3i.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+
+
+
+
+
+cSimulator::cSimulator( cWorld* a_World )
+ : m_World(a_World)
+{
+}
+
+
+
+
+
+cSimulator::~cSimulator()
+{
+}
+
+
+
+
+
+void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+}
+
+
+
+
diff --git a/source/Simulator/Simulator.h b/source/Simulator/Simulator.h
new file mode 100644
index 000000000..84a1630c2
--- /dev/null
+++ b/source/Simulator/Simulator.h
@@ -0,0 +1,38 @@
+
+#pragma once
+
+#include "../Vector3i.h"
+
+
+
+
+
+class cWorld;
+
+
+
+
+
+class cSimulator
+{
+public:
+ cSimulator(cWorld * a_World);
+ virtual ~cSimulator();
+
+ /// Called in each tick, a_Dt is the time passed since the last tick
+ virtual void Simulate(float a_Dt) = 0;
+
+ /// Called when a block changes via cWorld::SetBlock()
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
+
+protected:
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
+
+ cWorld * m_World;
+} ;
+
+
+
+
diff --git a/source/Simulator/SimulatorManager.cpp b/source/Simulator/SimulatorManager.cpp
new file mode 100644
index 000000000..1ab7a51b5
--- /dev/null
+++ b/source/Simulator/SimulatorManager.cpp
@@ -0,0 +1,67 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "SimulatorManager.h"
+
+
+
+
+
+cSimulatorManager::cSimulatorManager()
+{
+
+}
+
+
+
+
+
+cSimulatorManager::~cSimulatorManager()
+{
+ for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
+ {
+ delete *itr;
+ } // for itr - m_Simulators[]
+}
+
+
+
+
+
+void cSimulatorManager::Simulate( float a_Dt )
+{
+ m_Ticks++;
+ for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
+ {
+ if(m_Ticks % (*itr)->second == 0)
+ (*itr)->first->Simulate(a_Dt);
+ }
+}
+
+
+
+
+
+void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
+ {
+ (*itr)->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
+ }
+}
+
+
+
+
+
+void cSimulatorManager::RegisterSimulator(cSimulator *a_Simulator, short a_Rate)
+{
+ //TODO needs some checking
+ std::pair<cSimulator *, short> *Pair = new std::pair<cSimulator *, short>(a_Simulator, a_Rate);
+
+ m_Simulators.push_back(Pair);
+}
+
+
+
+
diff --git a/source/Simulator/SimulatorManager.h b/source/Simulator/SimulatorManager.h
new file mode 100644
index 000000000..e90acffab
--- /dev/null
+++ b/source/Simulator/SimulatorManager.h
@@ -0,0 +1,39 @@
+
+// cSimulatorManager.h
+
+
+
+
+#pragma once
+
+
+
+
+#include "Simulator.h"
+
+
+
+
+
+class cSimulatorManager
+{
+public:
+ cSimulatorManager();
+ ~cSimulatorManager();
+
+ void Simulate( float a_Dt );
+ void WakeUp(int a_X, int a_Y, int a_Z);
+
+ void RegisterSimulator(cSimulator * a_Simulator, short a_Rate); // Takes ownership of the simulator object!
+
+protected:
+
+ typedef std::vector <std::pair<cSimulator *, short> *> cSimulators;
+
+ cSimulators m_Simulators;
+ long long m_Ticks;
+};
+
+
+
+
diff --git a/source/Simulator/WaterSimulator.cpp b/source/Simulator/WaterSimulator.cpp
new file mode 100644
index 000000000..c63135419
--- /dev/null
+++ b/source/Simulator/WaterSimulator.cpp
@@ -0,0 +1,22 @@
+#include "Globals.h"
+#include "WaterSimulator.h"
+#include "Defines.h"
+#include "World.h"
+
+
+
+cWaterSimulator::cWaterSimulator(cWorld *a_World)
+ : cFluidSimulator(a_World)
+{
+ m_FluidBlock = E_BLOCK_WATER;
+ m_StationaryFluidBlock = E_BLOCK_STATIONARY_WATER;
+ m_MaxHeight = 7;
+ m_FlowReduction = 1;
+}
+
+
+bool cWaterSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
+{
+ return IsBlockWater(a_BlockType);
+}
+
diff --git a/source/Simulator/WaterSimulator.h b/source/Simulator/WaterSimulator.h
new file mode 100644
index 000000000..4bc35b8f7
--- /dev/null
+++ b/source/Simulator/WaterSimulator.h
@@ -0,0 +1,11 @@
+#pragma once
+#include "FluidSimulator.h"
+
+class cWaterSimulator : public cFluidSimulator
+{
+public:
+ cWaterSimulator( cWorld* a_World );
+
+ virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
+
+}; \ No newline at end of file