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-rw-r--r--src/Simulator/DelayedFluidSimulator.cpp158
1 files changed, 158 insertions, 0 deletions
diff --git a/src/Simulator/DelayedFluidSimulator.cpp b/src/Simulator/DelayedFluidSimulator.cpp
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+++ b/src/Simulator/DelayedFluidSimulator.cpp
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+
+// 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();
+ }
+}
+
+
+
+