diff options
Diffstat (limited to 'source/Simulator')
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.cpp | 316 | ||||
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.h | 164 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.cpp | 668 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.h | 106 | ||||
-rw-r--r-- | source/Simulator/NoopFluidSimulator.h | 72 | ||||
-rw-r--r-- | source/Simulator/VaporizeFluidSimulator.cpp | 106 | ||||
-rw-r--r-- | source/Simulator/VaporizeFluidSimulator.h | 68 |
7 files changed, 750 insertions, 750 deletions
diff --git a/source/Simulator/DelayedFluidSimulator.cpp b/source/Simulator/DelayedFluidSimulator.cpp index 6cc982e3d..a4645ca09 100644 --- a/source/Simulator/DelayedFluidSimulator.cpp +++ b/source/Simulator/DelayedFluidSimulator.cpp @@ -1,158 +1,158 @@ -
-// DelayedFluidSimulator.cpp
-
-// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
-// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
-
-#include "Globals.h"
-
-#include "DelayedFluidSimulator.h"
-#include "../World.h"
-#include "../Chunk.h"
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cDelayedFluidSimulatorChunkData::cSlot
-
-bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ)
-{
- ASSERT(a_RelZ >= 0);
- ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks));
-
- cCoordWithIntVector & Blocks = m_Blocks[a_RelZ];
- int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
- for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
- {
- if (itr->Data == Index)
- {
- // Already present
- return false;
- }
- } // for itr - Blocks[]
- Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index));
- return true;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cDelayedFluidSimulatorChunkData:
-
-cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
- m_Slots(new cSlot[a_TickDelay])
-{
-}
-
-
-
-
-
-cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
-{
- delete[] m_Slots;
- m_Slots = NULL;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cDelayedFluidSimulator:
-
-cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
- super(a_World, a_Fluid, a_StationaryFluid),
- m_TickDelay(a_TickDelay),
- m_AddSlotNum(a_TickDelay - 1),
- m_SimSlotNum(0),
- m_TotalBlocks(0)
-{
-}
-
-
-
-
-
-void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
- {
- // Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
- return;
- }
-
- if ((a_Chunk == NULL) || !a_Chunk->IsValid())
- {
- return;
- }
-
- int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
- BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
- if (BlockType != m_FluidBlock)
- {
- return;
- }
-
- void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
- cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
- cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum];
-
- // Add, if not already present:
- if (!Slot.Add(RelX, a_BlockY, RelZ))
- {
- return;
- }
-
- ++m_TotalBlocks;
-}
-
-
-
-
-
-void cDelayedFluidSimulator::Simulate(float a_Dt)
-{
- m_AddSlotNum = m_SimSlotNum;
- m_SimSlotNum += 1;
- if (m_SimSlotNum >= m_TickDelay)
- {
- m_SimSlotNum = 0;
- }
-}
-
-
-
-
-
-void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
-{
- void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
- cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
- cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum];
-
- // Simulate all the blocks in the scheduled slot:
- for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++)
- {
- cCoordWithIntVector & Blocks = Slot.m_Blocks[i];
- if (Blocks.empty())
- {
- continue;
- }
- for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
- {
- SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
- }
- m_TotalBlocks -= Blocks.size();
- Blocks.clear();
- }
-}
-
-
-
-
+ +// DelayedFluidSimulator.cpp + +// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay +// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot. + +#include "Globals.h" + +#include "DelayedFluidSimulator.h" +#include "../World.h" +#include "../Chunk.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulatorChunkData::cSlot + +bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ) +{ + ASSERT(a_RelZ >= 0); + ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks)); + + cCoordWithIntVector & Blocks = m_Blocks[a_RelZ]; + int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ); + for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) + { + if (itr->Data == Index) + { + // Already present + return false; + } + } // for itr - Blocks[] + Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index)); + return true; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulatorChunkData: + +cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) : + m_Slots(new cSlot[a_TickDelay]) +{ +} + + + + + +cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData() +{ + delete[] m_Slots; + m_Slots = NULL; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulator: + +cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) : + super(a_World, a_Fluid, a_StationaryFluid), + m_TickDelay(a_TickDelay), + m_AddSlotNum(a_TickDelay - 1), + m_SimSlotNum(0), + m_TotalBlocks(0) +{ +} + + + + + +void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +{ + if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) + { + // Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1) + return; + } + + if ((a_Chunk == NULL) || !a_Chunk->IsValid()) + { + return; + } + + int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; + int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; + BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); + if (BlockType != m_FluidBlock) + { + return; + } + + void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); + cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; + cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum]; + + // Add, if not already present: + if (!Slot.Add(RelX, a_BlockY, RelZ)) + { + return; + } + + ++m_TotalBlocks; +} + + + + + +void cDelayedFluidSimulator::Simulate(float a_Dt) +{ + m_AddSlotNum = m_SimSlotNum; + m_SimSlotNum += 1; + if (m_SimSlotNum >= m_TickDelay) + { + m_SimSlotNum = 0; + } +} + + + + + +void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) +{ + void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); + cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; + cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum]; + + // Simulate all the blocks in the scheduled slot: + for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++) + { + cCoordWithIntVector & Blocks = Slot.m_Blocks[i]; + if (Blocks.empty()) + { + continue; + } + for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) + { + SimulateBlock(a_Chunk, itr->x, itr->y, itr->z); + } + m_TotalBlocks -= Blocks.size(); + Blocks.clear(); + } +} + + + + diff --git a/source/Simulator/DelayedFluidSimulator.h b/source/Simulator/DelayedFluidSimulator.h index 6f7433877..c81500741 100644 --- a/source/Simulator/DelayedFluidSimulator.h +++ b/source/Simulator/DelayedFluidSimulator.h @@ -1,82 +1,82 @@ -
-// DelayedFluidSimulator.h
-
-// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
-// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
-
-
-
-
-#pragma once
-
-#include "FluidSimulator.h"
-
-
-
-
-
-class cDelayedFluidSimulatorChunkData :
- public cFluidSimulatorData
-{
-public:
- class cSlot
- {
- public:
- /// Returns true if the specified block is stored
- bool HasBlock(int a_RelX, int a_RelY, int a_RelZ);
-
- /// Adds the specified block unless already present; returns true if added, false if the block was already present
- bool Add(int a_RelX, int a_RelY, int a_RelZ);
-
- /** Array of block containers, each item stores blocks for one Z coord
- Int param is the block index (for faster duplicate comparison in Add())
- */
- cCoordWithIntVector m_Blocks[16];
- } ;
-
- cDelayedFluidSimulatorChunkData(int a_TickDelay);
- virtual ~cDelayedFluidSimulatorChunkData();
-
- /// Slots, one for each delay tick, each containing the blocks to simulate
- cSlot * m_Slots;
-} ;
-
-
-
-
-
-class cDelayedFluidSimulator :
- public cFluidSimulator
-{
- typedef cFluidSimulator super;
-
-public:
- cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
-
- // cSimulator overrides:
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
- virtual void Simulate(float a_Dt) override;
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); }
-
-protected:
-
- int m_TickDelay; // Count of the m_Slots array in each ChunkData
- int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData
- int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData
-
- int m_TotalBlocks; // Statistics only: the total number of blocks currently queued
-
- /*
- Slots:
- | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
- adding blocks here ^ | ^ simulating here
- */
-
- /// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
- virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0;
-} ;
-
-
-
-
+ +// DelayedFluidSimulator.h + +// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay +// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot. + + + + +#pragma once + +#include "FluidSimulator.h" + + + + + +class cDelayedFluidSimulatorChunkData : + public cFluidSimulatorData +{ +public: + class cSlot + { + public: + /// Returns true if the specified block is stored + bool HasBlock(int a_RelX, int a_RelY, int a_RelZ); + + /// Adds the specified block unless already present; returns true if added, false if the block was already present + bool Add(int a_RelX, int a_RelY, int a_RelZ); + + /** Array of block containers, each item stores blocks for one Z coord + Int param is the block index (for faster duplicate comparison in Add()) + */ + cCoordWithIntVector m_Blocks[16]; + } ; + + cDelayedFluidSimulatorChunkData(int a_TickDelay); + virtual ~cDelayedFluidSimulatorChunkData(); + + /// Slots, one for each delay tick, each containing the blocks to simulate + cSlot * m_Slots; +} ; + + + + + +class cDelayedFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay); + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + virtual void Simulate(float a_Dt) override; + virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; + virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); } + +protected: + + int m_TickDelay; // Count of the m_Slots array in each ChunkData + int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData + int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData + + int m_TotalBlocks; // Statistics only: the total number of blocks currently queued + + /* + Slots: + | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 | + adding blocks here ^ | ^ simulating here + */ + + /// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation. + virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0; +} ; + + + + diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp index f2cc068e8..9374bbab3 100644 --- a/source/Simulator/FloodyFluidSimulator.cpp +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -1,334 +1,334 @@ -
-// FloodyFluidSimulator.cpp
-
-// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
-// http://forum.mc-server.org/showthread.php?tid=565
-
-#include "Globals.h"
-
-#include "FloodyFluidSimulator.h"
-#include "../World.h"
-#include "../Chunk.h"
-#include "../BlockArea.h"
-#include "../Blocks/BlockHandler.h"
-
-
-
-
-
-// Enable or disable detailed logging
-#if 0
- #define FLOG LOGD
-#else
- #define FLOG(...)
-#endif
-
-
-
-
-
-cFloodyFluidSimulator::cFloodyFluidSimulator(
- cWorld & a_World,
- BLOCKTYPE a_Fluid,
- BLOCKTYPE a_StationaryFluid,
- NIBBLETYPE a_Falloff,
- int a_TickDelay,
- int a_NumNeighborsForSource
-) :
- super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
- m_Falloff(a_Falloff),
- m_NumNeighborsForSource(a_NumNeighborsForSource)
-{
-}
-
-
-
-
-
-void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
-{
- FLOG("Simulating block {%d, %d, %d}: block %d, meta %d",
- a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ,
- a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ),
- a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ)
- );
-
- NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
- if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
- {
- // Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
- FLOG(" BadBlockType exit");
- return;
- }
-
- if (MyMeta != 0)
- {
- // Source blocks aren't checked for tributaries, others are.
- if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
- {
- // Has no tributary, has been decreased (in CheckTributaries()),
- // no more processing needed (neighbors have been scheduled by the decrease)
- FLOG(" CheckTributaries exit");
- return;
- }
- }
-
- // New meta for the spreading to neighbors:
- // If this is a source block or was falling, the new meta is just the falloff
- // Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
- NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
- bool SpreadFurther = true;
- if (a_RelY > 0)
- {
- BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
- if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))
- {
- // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
- SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);
- SpreadFurther = false;
- }
- // If source creation is on, check for it here:
- else if (
- (m_NumNeighborsForSource > 0) && // Source creation is on
- (MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
- !IsPassableForFluid(Below) && // Only exactly 1 block deep
- CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source?
- )
- {
- // We created a source, no more spreading is to be done now
- // Also has been re-scheduled for ticking in the next wave, so no marking is needed
- return;
- }
- }
-
- if (SpreadFurther && (NewMeta < 8))
- {
- // Spread to the neighbors:
- SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
- SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
- }
-
- // Mark as processed:
- a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
-}
-
-
-
-
-
-bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
-{
- // If we have a section above, check if there's fluid above this block that would feed it:
- if (a_RelY < cChunkDef::Height - 1)
- {
- if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
- {
- // This block is fed from above, no more processing needed
- FLOG(" Fed from above");
- return false;
- }
- }
-
- // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
- if (a_MyMeta != 8)
- {
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- static const Vector3i Coords[] =
- {
- Vector3i( 1, 0, 0),
- Vector3i(-1, 0, 0),
- Vector3i( 0, 0, 1),
- Vector3i( 0, 0, -1),
- } ;
- for (int i = 0; i < ARRAYCOUNT(Coords); i++)
- {
- if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
- {
- continue;
- }
- if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
- {
- // This block is fed, no more processing needed
- FLOG(" Fed from {%d, %d, %d}, type %d, meta %d",
- a_Chunk->GetPosX() * cChunkDef::Width + a_RelX + Coords[i].x,
- a_RelY,
- a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ + Coords[i].z,
- BlockType, BlockMeta
- );
- return false;
- }
- } // for i - Coords[]
- } // if not fed from above
-
- // Block is not fed, decrease by m_Falloff levels:
- if (a_MyMeta >= 8)
- {
- FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
- a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff);
- }
- else
- {
- a_MyMeta += m_Falloff;
- if (a_MyMeta < 8)
- {
- FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta);
- a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta);
- }
- else
- {
- FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
- a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
- }
- }
- return true;
-}
-
-
-
-
-
-void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
-{
- ASSERT(a_NewMeta <= 8); // Invalid meta values
- ASSERT(a_NewMeta > 0); // Source blocks aren't spread
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
- {
- // Chunk not available
- return;
- }
-
- if (IsAllowedBlock(BlockType))
- {
- if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta))
- {
- // Don't spread there, there's already a higher or same level there
- return;
- }
- }
-
- // Check water - lava interaction:
- if (m_FluidBlock == E_BLOCK_LAVA)
- {
- if (IsBlockWater(BlockType))
- {
- // Lava flowing into water, change to stone / cobblestone based on direction:
- BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
- FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone",
- a_RelX, a_RelY, a_RelZ,
- ItemTypeToString(NewBlock).c_str()
- );
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
-
- // TODO: Sound effect
-
- return;
- }
- }
- else if (m_FluidBlock == E_BLOCK_WATER)
- {
- if (IsBlockLava(BlockType))
- {
- // Water flowing into lava, change to cobblestone / obsidian based on dest block:
- BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
- FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s",
- a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
- );
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
-
- // TODO: Sound effect
-
- return;
- }
- }
- else
- {
- ASSERT(!"Unknown fluid!");
- }
-
- if (!IsPassableForFluid(BlockType))
- {
- // Can't spread there
- return;
- }
-
- // Wash away the block there, if possible:
- if (CanWashAway(BlockType))
- {
- cBlockHandler * Handler = BlockHandler(BlockType);
- if (Handler->DoesDropOnUnsuitable())
- {
- Handler->DropBlock(
- &m_World, NULL,
- a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
- a_RelY,
- a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
- );
- }
- } // if (CanWashAway)
-
- // Spread:
- FLOG(" Spreading to {%d, %d, %d} with meta %d",
- a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
- a_RelY,
- a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ,
- a_NewMeta
- );
- a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
-}
-
-
-
-
-
-bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
-{
- FLOG(" Checking neighbors for source creation");
-
- static const Vector3i NeighborCoords[] =
- {
- Vector3i(-1, 0, 0),
- Vector3i( 1, 0, 0),
- Vector3i( 0, 0, -1),
- Vector3i( 0, 0, 1),
- } ;
-
- int NumNeeded = m_NumNeighborsForSource;
- for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
- {
- int x = a_RelX + NeighborCoords[i].x;
- int y = a_RelY + NeighborCoords[i].y;
- int z = a_RelZ + NeighborCoords[i].z;
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta))
- {
- // Neighbor not available, skip it
- continue;
- }
- // FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
- if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
- {
- NumNeeded--;
- // FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded);
- if (NumNeeded == 0)
- {
- // Found enough, turn into a source and bail out
- // FLOG(" Found enough neighbor sources, turning into a source");
- a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
- return true;
- }
- }
- }
- // FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded);
- return false;
-}
-
-
-
-
+ +// FloodyFluidSimulator.cpp + +// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) +// http://forum.mc-server.org/showthread.php?tid=565 + +#include "Globals.h" + +#include "FloodyFluidSimulator.h" +#include "../World.h" +#include "../Chunk.h" +#include "../BlockArea.h" +#include "../Blocks/BlockHandler.h" + + + + + +// Enable or disable detailed logging +#if 0 + #define FLOG LOGD +#else + #define FLOG(...) +#endif + + + + + +cFloodyFluidSimulator::cFloodyFluidSimulator( + cWorld & a_World, + BLOCKTYPE a_Fluid, + BLOCKTYPE a_StationaryFluid, + NIBBLETYPE a_Falloff, + int a_TickDelay, + int a_NumNeighborsForSource +) : + super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay), + m_Falloff(a_Falloff), + m_NumNeighborsForSource(a_NumNeighborsForSource) +{ +} + + + + + +void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) +{ + FLOG("Simulating block {%d, %d, %d}: block %d, meta %d", + a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ, + a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ), + a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ) + ); + + NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ); + if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ))) + { + // Can happen - if a block is scheduled for simulating and gets replaced in the meantime. + FLOG(" BadBlockType exit"); + return; + } + + if (MyMeta != 0) + { + // Source blocks aren't checked for tributaries, others are. + if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta)) + { + // Has no tributary, has been decreased (in CheckTributaries()), + // no more processing needed (neighbors have been scheduled by the decrease) + FLOG(" CheckTributaries exit"); + return; + } + } + + // New meta for the spreading to neighbors: + // If this is a source block or was falling, the new meta is just the falloff + // Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later) + NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff); + bool SpreadFurther = true; + if (a_RelY > 0) + { + BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ); + if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)) + { + // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8); + SpreadFurther = false; + } + // If source creation is on, check for it here: + else if ( + (m_NumNeighborsForSource > 0) && // Source creation is on + (MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out) + !IsPassableForFluid(Below) && // Only exactly 1 block deep + CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source? + ) + { + // We created a source, no more spreading is to be done now + // Also has been re-scheduled for ticking in the next wave, so no marking is needed + return; + } + } + + if (SpreadFurther && (NewMeta < 8)) + { + // Spread to the neighbors: + SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta); + } + + // Mark as processed: + a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta); +} + + + + + +bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta) +{ + // If we have a section above, check if there's fluid above this block that would feed it: + if (a_RelY < cChunkDef::Height - 1) + { + if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ))) + { + // This block is fed from above, no more processing needed + FLOG(" Fed from above"); + return false; + } + } + + // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block): + if (a_MyMeta != 8) + { + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + static const Vector3i Coords[] = + { + Vector3i( 1, 0, 0), + Vector3i(-1, 0, 0), + Vector3i( 0, 0, 1), + Vector3i( 0, 0, -1), + } ; + for (int i = 0; i < ARRAYCOUNT(Coords); i++) + { + if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta)) + { + continue; + } + if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta)) + { + // This block is fed, no more processing needed + FLOG(" Fed from {%d, %d, %d}, type %d, meta %d", + a_Chunk->GetPosX() * cChunkDef::Width + a_RelX + Coords[i].x, + a_RelY, + a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ + Coords[i].z, + BlockType, BlockMeta + ); + return false; + } + } // for i - Coords[] + } // if not fed from above + + // Block is not fed, decrease by m_Falloff levels: + if (a_MyMeta >= 8) + { + FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff); + } + else + { + a_MyMeta += m_Falloff; + if (a_MyMeta < 8) + { + FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta); + } + else + { + FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); + } + } + return true; +} + + + + + +void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) +{ + ASSERT(a_NewMeta <= 8); // Invalid meta values + ASSERT(a_NewMeta > 0); // Source blocks aren't spread + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta)) + { + // Chunk not available + return; + } + + if (IsAllowedBlock(BlockType)) + { + if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta)) + { + // Don't spread there, there's already a higher or same level there + return; + } + } + + // Check water - lava interaction: + if (m_FluidBlock == E_BLOCK_LAVA) + { + if (IsBlockWater(BlockType)) + { + // Lava flowing into water, change to stone / cobblestone based on direction: + BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE; + FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone", + a_RelX, a_RelY, a_RelZ, + ItemTypeToString(NewBlock).c_str() + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + + // TODO: Sound effect + + return; + } + } + else if (m_FluidBlock == E_BLOCK_WATER) + { + if (IsBlockLava(BlockType)) + { + // Water flowing into lava, change to cobblestone / obsidian based on dest block: + BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE; + FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s", + a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str() + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + + // TODO: Sound effect + + return; + } + } + else + { + ASSERT(!"Unknown fluid!"); + } + + if (!IsPassableForFluid(BlockType)) + { + // Can't spread there + return; + } + + // Wash away the block there, if possible: + if (CanWashAway(BlockType)) + { + cBlockHandler * Handler = BlockHandler(BlockType); + if (Handler->DoesDropOnUnsuitable()) + { + Handler->DropBlock( + &m_World, NULL, + a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, + a_RelY, + a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ + ); + } + } // if (CanWashAway) + + // Spread: + FLOG(" Spreading to {%d, %d, %d} with meta %d", + a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, + a_RelY, + a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ, + a_NewMeta + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); +} + + + + + +bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) +{ + FLOG(" Checking neighbors for source creation"); + + static const Vector3i NeighborCoords[] = + { + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0, -1), + Vector3i( 0, 0, 1), + } ; + + int NumNeeded = m_NumNeighborsForSource; + for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++) + { + int x = a_RelX + NeighborCoords[i].x; + int y = a_RelY + NeighborCoords[i].y; + int z = a_RelZ + NeighborCoords[i].z; + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta)) + { + // Neighbor not available, skip it + continue; + } + // FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str()); + if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType)) + { + NumNeeded--; + // FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded); + if (NumNeeded == 0) + { + // Found enough, turn into a source and bail out + // FLOG(" Found enough neighbor sources, turning into a source"); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0); + return true; + } + } + } + // FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded); + return false; +} + + + + diff --git a/source/Simulator/FloodyFluidSimulator.h b/source/Simulator/FloodyFluidSimulator.h index e6ce38d61..c4af2e246 100644 --- a/source/Simulator/FloodyFluidSimulator.h +++ b/source/Simulator/FloodyFluidSimulator.h @@ -1,53 +1,53 @@ -
-// FloodyFluidSimulator.h
-
-// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
-// http://forum.mc-server.org/showthread.php?tid=565
-
-
-
-
-
-#pragma once
-
-#include "DelayedFluidSimulator.h"
-
-
-
-
-
-// fwd:
-class cBlockArea;
-
-
-
-
-
-class cFloodyFluidSimulator :
- public cDelayedFluidSimulator
-{
- typedef cDelayedFluidSimulator super;
-
-public:
- cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource);
-
-protected:
- NIBBLETYPE m_Falloff;
- int m_NumNeighborsForSource;
-
- // cDelayedFluidSimulator overrides:
- virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override;
-
- /// Checks tributaries, if not fed, decreases the block's level and returns true
- bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta);
-
- /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking.
- void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta);
-
- /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so
- bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
-} ;
-
-
-
-
+ +// FloodyFluidSimulator.h + +// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :) +// http://forum.mc-server.org/showthread.php?tid=565 + + + + + +#pragma once + +#include "DelayedFluidSimulator.h" + + + + + +// fwd: +class cBlockArea; + + + + + +class cFloodyFluidSimulator : + public cDelayedFluidSimulator +{ + typedef cDelayedFluidSimulator super; + +public: + cFloodyFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay, int a_NumNeighborsForSource); + +protected: + NIBBLETYPE m_Falloff; + int m_NumNeighborsForSource; + + // cDelayedFluidSimulator overrides: + virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; + + /// Checks tributaries, if not fed, decreases the block's level and returns true + bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); + + /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking. + void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); + + /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so + bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); +} ; + + + + diff --git a/source/Simulator/NoopFluidSimulator.h b/source/Simulator/NoopFluidSimulator.h index 9120fe868..8f894433f 100644 --- a/source/Simulator/NoopFluidSimulator.h +++ b/source/Simulator/NoopFluidSimulator.h @@ -1,36 +1,36 @@ -
-// NoopFluidSimulator.h
-
-// Declares the cNoopFluidSimulator class representing a fluid simulator that performs nothing, it ignores all blocks
-
-
-
-
-
-#pragma once
-
-#include "FluidSimulator.h"
-
-
-
-
-
-class cNoopFluidSimulator :
- public cFluidSimulator
-{
- typedef cFluidSimulator super;
-
-public:
- cNoopFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
- super(a_World, a_Fluid, a_StationaryFluid)
- {
- }
-
- // cSimulator overrides:
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {}
- virtual void Simulate(float a_Dt) override {}
-} ;
-
-
-
-
+ +// NoopFluidSimulator.h + +// Declares the cNoopFluidSimulator class representing a fluid simulator that performs nothing, it ignores all blocks + + + + + +#pragma once + +#include "FluidSimulator.h" + + + + + +class cNoopFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cNoopFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : + super(a_World, a_Fluid, a_StationaryFluid) + { + } + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {} + virtual void Simulate(float a_Dt) override {} +} ; + + + + diff --git a/source/Simulator/VaporizeFluidSimulator.cpp b/source/Simulator/VaporizeFluidSimulator.cpp index 792783915..4206c64d1 100644 --- a/source/Simulator/VaporizeFluidSimulator.cpp +++ b/source/Simulator/VaporizeFluidSimulator.cpp @@ -1,53 +1,53 @@ -
-// VaporizeFluidSimulator.cpp
-
-// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
-
-#include "Globals.h"
-#include "VaporizeFluidSimulator.h"
-#include "../Chunk.h"
-
-
-
-
-
-cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
- super(a_World, a_Fluid, a_StationaryFluid)
-{
-}
-
-
-
-
-
-void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
-{
- if (a_Chunk == NULL)
- {
- return;
- }
- int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
- BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
- if (
- (BlockType == m_FluidBlock) ||
- (BlockType == m_StationaryFluidBlock)
- )
- {
- a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0);
- a_Chunk->BroadcastSoundEffect("random.fizz", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
- }
-}
-
-
-
-
-
-void cVaporizeFluidSimulator::Simulate(float a_Dt)
-{
- // Nothing needed
-}
-
-
-
-
+ +// VaporizeFluidSimulator.cpp + +// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air + +#include "Globals.h" +#include "VaporizeFluidSimulator.h" +#include "../Chunk.h" + + + + + +cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : + super(a_World, a_Fluid, a_StationaryFluid) +{ +} + + + + + +void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +{ + if (a_Chunk == NULL) + { + return; + } + int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; + int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; + BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); + if ( + (BlockType == m_FluidBlock) || + (BlockType == m_StationaryFluidBlock) + ) + { + a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0); + a_Chunk->BroadcastSoundEffect("random.fizz", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f); + } +} + + + + + +void cVaporizeFluidSimulator::Simulate(float a_Dt) +{ + // Nothing needed +} + + + + diff --git a/source/Simulator/VaporizeFluidSimulator.h b/source/Simulator/VaporizeFluidSimulator.h index c179c8ec4..c8eb7802b 100644 --- a/source/Simulator/VaporizeFluidSimulator.h +++ b/source/Simulator/VaporizeFluidSimulator.h @@ -1,34 +1,34 @@ -
-// VaporizeFluidSimulator.h
-
-// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
-// Useful for water simulation in the Nether
-
-
-
-
-
-#pragma once
-
-#include "FluidSimulator.h"
-
-
-
-
-
-class cVaporizeFluidSimulator :
- public cFluidSimulator
-{
- typedef cFluidSimulator super;
-
-public:
- cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
-
- // cSimulator overrides:
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
- virtual void Simulate(float a_Dt) override;
-} ;
-
-
-
-
+ +// VaporizeFluidSimulator.h + +// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air +// Useful for water simulation in the Nether + + + + + +#pragma once + +#include "FluidSimulator.h" + + + + + +class cVaporizeFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + virtual void Simulate(float a_Dt) override; +} ; + + + + |