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Diffstat (limited to 'src/Simulator/DelayedFluidSimulator.cpp')
-rw-r--r-- | src/Simulator/DelayedFluidSimulator.cpp | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/src/Simulator/DelayedFluidSimulator.cpp b/src/Simulator/DelayedFluidSimulator.cpp new file mode 100644 index 000000000..a4645ca09 --- /dev/null +++ b/src/Simulator/DelayedFluidSimulator.cpp @@ -0,0 +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(); + } +} + + + + |