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-rw-r--r--source/cFluidSimulator.cpp304
-rw-r--r--source/cFluidSimulator.h49
-rw-r--r--source/cLavaSimulator.cpp215
-rw-r--r--source/cLavaSimulator.h23
-rw-r--r--source/cWaterSimulator.cpp301
-rw-r--r--source/cWaterSimulator.h39
6 files changed, 382 insertions, 549 deletions
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
new file mode 100644
index 000000000..acbb19f56
--- /dev/null
+++ b/source/cFluidSimulator.cpp
@@ -0,0 +1,304 @@
+#include "cFluidSimulator.h"
+#include "cWorld.h"
+#include "Vector3i.h"
+#include "BlockID.h"
+#include "Defines.h"
+#include <vector>
+
+class cFluidSimulator::FluidData
+{
+public:
+ FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
+ : m_ActiveFluid( new std::vector< Vector3i >() )
+ , m_Simulator (a_Simulator)
+ , m_Buffer( new std::vector< Vector3i >() )
+ , m_World( a_World )
+ {}
+
+ std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
+ {
+ std::vector< Vector3i > Points;
+ if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
+ {
+ Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
+ return Points;
+ }
+
+ Vector3i LowerPoints [] = {
+ Vector3i( a_X-1, a_Y-1, a_Z ),
+ Vector3i( a_X+1, a_Y-1, a_Z ),
+ Vector3i( a_X, a_Y-1, a_Z-1 ),
+ Vector3i( a_X, a_Y-1, a_Z+1 ),
+ };
+ bool bFluidFound = false;
+ for( int i = 0; i < 4; ++i )
+ {
+ char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
+ char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
+ if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
+ {
+ Points.push_back( LowerPoints[i] );
+ LowerPoints[i].y = a_Y;
+ Points.push_back( LowerPoints[i] );
+ }
+ else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
+ {
+ bFluidFound = true;
+ }
+ }
+
+ if( Points.size() == 0 && !bFluidFound )
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i( a_X-1, a_Y, a_Z ),
+ Vector3i( a_X+1, a_Y, a_Z ),
+ Vector3i( a_X, a_Y, a_Z-1 ),
+ Vector3i( a_X, a_Y, a_Z+1 ),
+ };
+ for( int i = 0; i < 4; ++i )
+ {
+ char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
+ if( m_Simulator->IsPassableForFluid(Block) )
+ Points.push_back( LevelPoints[i] );
+ }
+ }
+ return Points;
+ }
+
+ std::vector< Vector3i >* m_ActiveFluid;
+ std::vector< Vector3i >* m_Buffer;
+ cWorld* m_World;
+ cFluidSimulator *m_Simulator;
+};
+
+cFluidSimulator::cFluidSimulator( cWorld* a_World )
+ : m_World(a_World)
+ , m_Data(new FluidData(a_World, this))
+{
+}
+
+cFluidSimulator::~cFluidSimulator()
+{
+}
+
+void cFluidSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+{
+ AddBlock( a_X, a_Y, a_Z );
+ AddBlock( a_X-1, a_Y, a_Z );
+ AddBlock( a_X+1, a_Y, a_Z );
+ AddBlock( a_X, a_Y-1, a_Z );
+ AddBlock( a_X, a_Y+1, a_Z );
+ AddBlock( a_X, a_Y, a_Z-1 );
+ AddBlock( a_X, a_Y, a_Z+1 );
+}
+
+void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
+{
+ // Check for duplicates
+ std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
+ {
+ Vector3i & pos = *itr;
+ if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
+ return;
+ }
+
+ ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
+}
+
+char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
+{
+ char Max = m_MaxHeight + 1;
+ //TODO Remove define function
+#define __HIGHLEVEL_CHECK__( x, y, z ) \
+ if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
+ { \
+ char Meta; \
+ if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
+ else if( Meta == m_MaxHeight + 1 ) Max = 0; \
+ if( Max == 0 ) return 0; \
+ }
+
+ __HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
+ __HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
+ __HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
+ __HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
+
+ return Max;
+}
+
+void cFluidSimulator::Simulate( float a_Dt )
+{
+ m_Timer += a_Dt;
+
+ if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
+ return;
+
+ std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
+ m_Data->m_ActiveFluid->clear();
+
+ std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+ for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+ {
+ Vector3i & pos = *itr;
+ char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
+ if( IsAllowedBlock( BlockID ) ) // only care about own fluid
+ {
+ bool bIsFed = false;
+ char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
+ char Feed = Meta;
+ if( Meta & 8 ) // Falling fluid
+ {
+ if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
+ {
+ bIsFed = true;
+ Meta = 0; // Make it a full block
+ }
+ }
+ else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
+ {
+ bIsFed = true;
+ }
+ else
+ {
+ if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
+ bIsFed = true;
+ }
+
+
+ if( bIsFed )
+ {
+ char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
+ if( IsPassableForFluid(DownID) ) // free for fluid
+ {
+ m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
+ AddBlock( pos.x, pos.y-1, pos.z );
+ }
+ else // Not falling
+ {
+ if( Feed + m_FlowReduction < Meta )
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
+ AddBlock( pos.x, pos.y, pos.z );
+ }
+ else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
+ {
+ std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
+ for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
+ {
+ Vector3i & p = *itr;
+ char BlockID = m_World->GetBlock( p.x, p.y, p.z );
+ if( !IsAllowedBlock( BlockID ) )
+ {
+ if( p.y == pos.y )
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
+ else
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
+ AddBlock( p.x, p.y, p.z );
+ }
+ else // it's fluid
+ {
+ char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
+ if( PointMeta > Meta + m_FlowReduction )
+ {
+ AddBlock( p.x, p.y, p.z );
+ }
+ }
+ }
+ }
+ }
+ }
+ else // not fed
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
+ WakeUp( pos.x, pos.y, pos.z );
+ }
+ }
+ }
+}
+
+//TODO Not working very well yet :s
+Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
+{
+ char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
+ if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
+ return NONE;
+
+
+ /*
+ Disabled because of causing problems and beeing useless atm
+ char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
+ if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
+ return Y_MINUS;
+ */
+
+ char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
+ int X, Y, Z; //Lowest Pos will be stored here
+
+ if(IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
+ {
+ return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
+ }
+
+ std::vector< Vector3i * > Points;
+
+ //add blocks around the checking pos
+ Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
+ Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
+ Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
+ Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
+
+ for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
+ {
+ Vector3i *Pos = (*it);
+ char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
+ if(IsAllowedBlock(BlockID))
+ {
+ char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
+
+ if(Meta > LowestPoint)
+ {
+ LowestPoint = Meta;
+ X = Pos->x;
+ Y = Pos->y;
+ Z = Pos->z;
+ }
+ }else if(BlockID == E_BLOCK_AIR)
+ {
+ LowestPoint = 9; //This always dominates
+ X = Pos->x;
+ Y = Pos->y;
+ Z = Pos->z;
+
+ }
+ delete Pos;
+ }
+
+
+ if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
+ return NONE;
+
+ if(a_X - X > 0)
+ {
+ return X_MINUS;
+ }
+
+ if(a_X - X < 0)
+ {
+ return X_PLUS;
+ }
+
+ if(a_Z - Z > 0)
+ {
+ return Z_MINUS;
+ }
+
+ if(a_Z - Z < 0)
+ {
+ return Z_PLUS;
+ }
+
+ return NONE;
+
+
+} \ No newline at end of file
diff --git a/source/cFluidSimulator.h b/source/cFluidSimulator.h
new file mode 100644
index 000000000..758bfc022
--- /dev/null
+++ b/source/cFluidSimulator.h
@@ -0,0 +1,49 @@
+#pragma once
+
+
+//TODO This definitly needs a better naming :D but how?
+enum Direction
+{
+ X_PLUS,
+ X_MINUS,
+ Y_PLUS,
+ Y_MINUS,
+ Z_PLUS,
+ Z_MINUS,
+ NONE
+};
+
+class Vector3i;
+class cWorld;
+class cFluidSimulator
+{
+public:
+ cFluidSimulator( cWorld* a_World );
+ ~cFluidSimulator();
+
+ virtual void Simulate( float a_Dt );
+ void WakeUp( int a_X, int a_Y, int a_Z );
+
+ //Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
+ Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
+
+ virtual inline bool IsAllowedBlock( char a_BlockID ) = 0;
+ virtual inline bool IsPassableForFluid( char a_BlockID ) = 0;
+
+protected:
+ void AddBlock( int a_X, int a_Y, int a_Z);
+ char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
+
+
+ float m_Timer;
+ cWorld* m_World;
+
+ class FluidData;
+ FluidData* m_Data;
+
+ //Customize
+ char m_FluidBlock;
+ char m_MaxHeight;
+ char m_FlowReduction;
+
+}; \ No newline at end of file
diff --git a/source/cLavaSimulator.cpp b/source/cLavaSimulator.cpp
index e8dbb4126..35a498ee7 100644
--- a/source/cLavaSimulator.cpp
+++ b/source/cLavaSimulator.cpp
@@ -1,216 +1,23 @@
#include "cLavaSimulator.h"
-#include "cWorld.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include <vector>
+#include "Defines.h"
-class cLavaSimulator::LavaData
-{
-public:
- LavaData( cWorld* a_World )
- : m_ActiveLava( new std::vector< Vector3i >() )
- , m_Buffer( new std::vector< Vector3i >() )
- , m_World( a_World )
- {}
-
- std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
- {
- std::vector< Vector3i > Points;
- if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
- {
- Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
- return Points;
- }
-
- Vector3i LowerPoints [] = {
- Vector3i( a_X-1, a_Y-1, a_Z ),
- Vector3i( a_X+1, a_Y-1, a_Z ),
- Vector3i( a_X, a_Y-1, a_Z-1 ),
- Vector3i( a_X, a_Y-1, a_Z+1 ),
- };
- bool bLavaFound = 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( (Block2 == E_BLOCK_LAVA || Block2 == E_BLOCK_STATIONARY_LAVA ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_LAVA || Block1 == E_BLOCK_STATIONARY_LAVA ) )
- {
- bLavaFound = true;
- }
- }
- if( Points.size() == 0 && !bLavaFound )
- {
- 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( Block == E_BLOCK_AIR || Block == E_BLOCK_LAVA || Block == E_BLOCK_STATIONARY_LAVA )
- Points.push_back( LevelPoints[i] );
- }
- }
- return Points;
- }
-
- std::vector< Vector3i >* m_ActiveLava;
- std::vector< Vector3i >* m_Buffer;
- cWorld* m_World;
-};
-
-cLavaSimulator::cLavaSimulator( cWorld* a_World )
- : m_World( a_World )
- , m_Data( new LavaData( a_World ) )
+cLavaSimulator::cLavaSimulator(cWorld *a_World)
+ : cFluidSimulator(a_World)
{
+ m_FluidBlock = E_BLOCK_LAVA;
+ m_MaxHeight = 6;
+ m_FlowReduction = 2;
}
-cLavaSimulator::~cLavaSimulator()
-{
-}
-void cLavaSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+bool cLavaSimulator::IsAllowedBlock(char a_BlockID)
{
- AddBlock( a_X, a_Y, a_Z );
- AddBlock( a_X-1, a_Y, a_Z );
- AddBlock( a_X+1, a_Y, a_Z );
- AddBlock( a_X, a_Y-1, a_Z );
- AddBlock( a_X, a_Y+1, a_Z );
- AddBlock( a_X, a_Y, a_Z-1 );
- AddBlock( a_X, a_Y, a_Z+1 );
+ return IsBlockLava(a_BlockID);
}
-void cLavaSimulator::AddBlock( int a_X, int a_Y, int a_Z )
-{
- // Check for duplicates
- std::vector< Vector3i > & ActiveLava = *m_Data->m_ActiveLava;
- for( std::vector< Vector3i >::iterator itr = ActiveLava.begin(); itr != ActiveLava.end(); ++itr )
- {
- Vector3i & pos = *itr;
- if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
- return;
- }
-
- ActiveLava.push_back( Vector3i( a_X, a_Y, a_Z ) );
-}
-char cLavaSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
+bool cLavaSimulator::IsPassableForFluid(char a_BlockID)
{
- char Max = 8;
-#define __HIGHLEVEL_CHECK__( x, y, z ) \
- if( IsLavaBlock( m_World->GetBlock( x, y, z ) ) ) \
- { \
- char Meta; \
- if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
- else if( Meta == 8 ) 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 cLavaSimulator::Simulate( float a_Dt )
-{
- m_Timer += a_Dt;
-
- std::swap( m_Data->m_ActiveLava, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveLava array
- m_Data->m_ActiveLava->clear();
-
- std::vector< Vector3i > & LavaBlocks = *m_Data->m_Buffer;
- for( std::vector< Vector3i >::iterator itr = LavaBlocks.begin(); itr != LavaBlocks.end(); ++itr )
- {
- Vector3i & pos = *itr;
- char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
- if( IsLavaBlock( BlockID ) ) // only care about lava
- {
- bool bIsFed = false;
- char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
- char Feed = Meta;
- if( Meta == 8 ) // Falling lava
- {
- if( IsLavaBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is lava
- {
- bIsFed = true;
- Meta = 0; // Make it a full block
- }
- }
- else if( Meta <= 2 )
- {
- bIsFed = true;
- }
- else
- {
- if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
- bIsFed = true;
- }
-
-
- if( bIsFed )
- {
- char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
- if( DownID == E_BLOCK_AIR || IsLavaBlock( DownID ) ) // free for Lava
- {
- m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_LAVA, 8 ); // falling
- AddBlock( pos.x, pos.y-1, pos.z );
- }
- else // Not falling Lava
- {
- if( Feed+2 < Meta )
- {
- m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_LAVA, Feed+2 );
- AddBlock( pos.x, pos.y, pos.z );
- }
- else if( Meta < 6 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
- {
- std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
- for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
- {
- Vector3i & p = *itr;
- char BlockID = m_World->GetBlock( p.x, p.y, p.z );
- if( !IsLavaBlock( BlockID ) )
- {
- if( p.y == pos.y )
- m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_LAVA, Meta+2);
- else
- m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_LAVA, 8);
- AddBlock( p.x, p.y, p.z );
- }
- else // it's Lava
- {
- char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
- if( PointMeta > Meta+2 )
- {
- 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 cLavaSimulator::IsLavaBlock( char a_BlockID )
-{
- return a_BlockID == E_BLOCK_LAVA || a_BlockID == E_BLOCK_STATIONARY_LAVA;
-}
+ return ( a_BlockID == E_BLOCK_AIR || IsAllowedBlock(a_BlockID) );
+} \ No newline at end of file
diff --git a/source/cLavaSimulator.h b/source/cLavaSimulator.h
index f1c59b939..cb3c743be 100644
--- a/source/cLavaSimulator.h
+++ b/source/cLavaSimulator.h
@@ -1,25 +1,12 @@
#pragma once
+#include "cFluidSimulator.h"
-class Vector3i;
-class cWorld;
-class cLavaSimulator
+class cLavaSimulator : public cFluidSimulator
{
public:
cLavaSimulator( cWorld* a_World );
- ~cLavaSimulator();
- void Simulate( float a_Dt );
- void WakeUp( int a_X, int a_Y, int a_Z );
+ virtual inline bool IsAllowedBlock( char a_BlockID );
+ virtual inline bool IsPassableForFluid( char a_BlockID );
-private:
- void AddBlock( int a_X, int a_Y, int a_Z);
- char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
-
- bool IsLavaBlock( char a_BlockID );
-
- float m_Timer;
- cWorld* m_World;
-
- class LavaData;
- LavaData* m_Data;
-};
+}; \ No newline at end of file
diff --git a/source/cWaterSimulator.cpp b/source/cWaterSimulator.cpp
index 9b41e42b9..372328914 100644
--- a/source/cWaterSimulator.cpp
+++ b/source/cWaterSimulator.cpp
@@ -1,306 +1,23 @@
#include "cWaterSimulator.h"
-#include "cWorld.h"
-#include "Vector3i.h"
-#include "BlockID.h"
#include "Defines.h"
-#include <vector>
-class cWaterSimulator::WaterData
-{
-public:
- WaterData( cWorld* a_World )
- : m_ActiveWater( new std::vector< Vector3i >() )
- , m_Buffer( new std::vector< Vector3i >() )
- , m_World( a_World )
- {}
-
- std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
- {
- std::vector< Vector3i > Points;
- if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
- {
- Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
- return Points;
- }
-
- Vector3i LowerPoints [] = {
- Vector3i( a_X-1, a_Y-1, a_Z ),
- Vector3i( a_X+1, a_Y-1, a_Z ),
- Vector3i( a_X, a_Y-1, a_Z-1 ),
- Vector3i( a_X, a_Y-1, a_Z+1 ),
- };
- bool bWaterFound = 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( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
- {
- bWaterFound = true;
- }
- }
- if( Points.size() == 0 && !bWaterFound )
- {
- 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( Block == E_BLOCK_AIR || Block == E_BLOCK_WATER || Block == E_BLOCK_STATIONARY_WATER )
- Points.push_back( LevelPoints[i] );
- }
- }
- return Points;
- }
-
- std::vector< Vector3i >* m_ActiveWater;
- std::vector< Vector3i >* m_Buffer;
- cWorld* m_World;
-};
-
-cWaterSimulator::cWaterSimulator( cWorld* a_World )
- : m_World( a_World )
- , m_Data( new WaterData( a_World ) )
+cWaterSimulator::cWaterSimulator(cWorld *a_World)
+ : cFluidSimulator(a_World)
{
+ m_FluidBlock = E_BLOCK_WATER;
+ m_MaxHeight = 7;
+ m_FlowReduction = 1;
}
-cWaterSimulator::~cWaterSimulator()
-{
-}
-void cWaterSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+bool cWaterSimulator::IsAllowedBlock(char a_BlockID)
{
- AddBlock( a_X, a_Y, a_Z );
- AddBlock( a_X-1, a_Y, a_Z );
- AddBlock( a_X+1, a_Y, a_Z );
- AddBlock( a_X, a_Y-1, a_Z );
- AddBlock( a_X, a_Y+1, a_Z );
- AddBlock( a_X, a_Y, a_Z-1 );
- AddBlock( a_X, a_Y, a_Z+1 );
-}
-
-void cWaterSimulator::AddBlock( int a_X, int a_Y, int a_Z )
-{
- // Check for duplicates
- std::vector< Vector3i > & ActiveWater = *m_Data->m_ActiveWater;
- for( std::vector< Vector3i >::iterator itr = ActiveWater.begin(); itr != ActiveWater.end(); ++itr )
- {
- Vector3i & pos = *itr;
- if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
- return;
- }
-
- ActiveWater.push_back( Vector3i( a_X, a_Y, a_Z ) );
-}
-
-char cWaterSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
-{
- char Max = 8;
-#define __HIGHLEVEL_CHECK__( x, y, z ) \
- if( IsWaterBlock( m_World->GetBlock( x, y, z ) ) ) \
- { \
- char Meta; \
- if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
- else if( Meta == 8 ) 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 cWaterSimulator::Simulate( float a_Dt )
-{
- m_Timer += a_Dt;
-
- if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
- return;
-
- std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
- m_Data->m_ActiveWater->clear();
-
- std::vector< Vector3i > & WaterBlocks = *m_Data->m_Buffer;
- for( std::vector< Vector3i >::iterator itr = WaterBlocks.begin(); itr != WaterBlocks.end(); ++itr )
- {
- Vector3i & pos = *itr;
- char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
- if( IsWaterBlock( BlockID ) ) // only care about water
- {
- bool bIsFed = false;
- char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
- char Feed = Meta;
- if( Meta == 8 ) // Falling water
- {
- if( IsWaterBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is water
- {
- bIsFed = true;
- Meta = 0; // Make it a full block
- }
- }
- else if( Meta == 0 ) // It's a full block, so it's always fed
- {
- bIsFed = true;
- }
- else
- {
- if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
- bIsFed = true;
- }
-
-
- if( bIsFed )
- {
- char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
- if( DownID == E_BLOCK_AIR || IsWaterBlock( DownID ) ) // free for water
- {
- m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_WATER, 8 ); // falling
- AddBlock( pos.x, pos.y-1, pos.z );
- }
- else // Not falling water
- {
- if( Feed+1 < Meta )
- {
- m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_WATER, Feed+1 );
- AddBlock( pos.x, pos.y, pos.z );
- }
- else if( Meta < 7 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
- {
- std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
- for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
- {
- Vector3i & p = *itr;
- char BlockID = m_World->GetBlock( p.x, p.y, p.z );
- if( !IsWaterBlock( BlockID ) )
- {
- if( p.y == pos.y )
- m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, Meta+1);
- else
- m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, 8);
- AddBlock( p.x, p.y, p.z );
- }
- else // it's water
- {
- char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
- if( PointMeta > Meta+1 )
- {
- 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 );
- }
- }
- }
+ return IsBlockWater(a_BlockID);
}
-bool cWaterSimulator::IsWaterBlock( char a_BlockID )
-{
- return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
-}
-//TODO Not working very well yet :s
-Direction cWaterSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
+bool cWaterSimulator::IsPassableForFluid(char a_BlockID)
{
- char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
- if(!IsBlockWater(BlockID)) //No Water -> 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 water below it -> dominating flow is down :D
- if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
- return Y_MINUS;
- */
-
- char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
- int X, Y, Z; //Lowest Pos will be stored here
-
- if(IsBlockWater(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
- {
- return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
- }
-
- std::vector< Vector3i * > Points;
-
- //add blocks around the checking pos
- Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
-
- for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
- {
- Vector3i *Pos = (*it);
- char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
- if(IsBlockWater(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;
-
-
+ return ( a_BlockID == E_BLOCK_AIR || IsAllowedBlock(a_BlockID) );
} \ No newline at end of file
diff --git a/source/cWaterSimulator.h b/source/cWaterSimulator.h
index 5962cd83e..c4eab8d80 100644
--- a/source/cWaterSimulator.h
+++ b/source/cWaterSimulator.h
@@ -1,43 +1,12 @@
#pragma once
+#include "cFluidSimulator.h"
-
-//TODO This definitly needs a better naming :D but how?
-enum Direction
-{
- X_PLUS,
- X_MINUS,
- Y_PLUS,
- Y_MINUS,
- Z_PLUS,
- Z_MINUS,
- NONE
-};
-
-class Vector3i;
-class cWorld;
-class cWaterSimulator
+class cWaterSimulator : public cFluidSimulator
{
public:
cWaterSimulator( cWorld* a_World );
- ~cWaterSimulator();
-
- void Simulate( float a_Dt );
- void WakeUp( int a_X, int a_Y, int a_Z );
-
- //Gets the flowing direction of a Waterblock if a_Over is true also the block over the current block affects the direction (standard)
- Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
-
-private:
- void AddBlock( int a_X, int a_Y, int a_Z);
- char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
-
- bool IsWaterBlock( char a_BlockID );
-
- float m_Timer;
- cWorld* m_World;
- class WaterData;
- WaterData* m_Data;
+ virtual inline bool IsAllowedBlock( char a_BlockID );
+ virtual inline bool IsPassableForFluid( char a_BlockID );
-
}; \ No newline at end of file