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-rw-r--r--src/Simulator/FireSimulator.cpp374
1 files changed, 374 insertions, 0 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
new file mode 100644
index 000000000..ac3fb9695
--- /dev/null
+++ b/src/Simulator/FireSimulator.cpp
@@ -0,0 +1,374 @@
+
+#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"
+#include "../Chunk.h"
+
+
+
+
+
+// Easy switch for turning on debugging logging:
+#if 0
+ #define FLOG LOGD
+#else
+ #define FLOG(...)
+#endif
+
+
+
+
+
+#define MAX_CHANCE_REPLACE_FUEL 100000
+#define MAX_CHANCE_FLAMMABILITY 100000
+
+
+
+
+
+static const struct
+{
+ int x, y, z;
+} gCrossCoords[] =
+{
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+} ;
+
+
+
+
+
+static const struct
+{
+ int x, y, z;
+} gNeighborCoords[] =
+{
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 1, 0},
+ { 0, -1, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+} ;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cFireSimulator:
+
+cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) :
+ cSimulator(a_World)
+{
+ // Read params from the ini file:
+ m_BurnStepTimeFuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeFuel", 500);
+ m_BurnStepTimeNonfuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100);
+ m_Flammability = a_IniFile.GetValueSetI("FireSimulator", "Flammability", 50);
+ m_ReplaceFuelChance = a_IniFile.GetValueSetI("FireSimulator", "ReplaceFuelChance", 50000);
+}
+
+
+
+
+
+cFireSimulator::~cFireSimulator()
+{
+}
+
+
+
+
+
+void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
+{
+ cCoordWithIntList & Data = a_Chunk->GetFireSimulatorData();
+
+ int NumMSecs = (int)a_Dt;
+ for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
+ {
+ int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
+ BLOCKTYPE BlockType = a_Chunk->GetBlock(idx);
+
+ if (!IsAllowedBlock(BlockType))
+ {
+ // The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
+ FLOG("FS: Removing block {%d, %d, %d}",
+ itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
+ );
+ itr = Data.erase(itr);
+ continue;
+ }
+
+ // Try to spread the fire:
+ TrySpreadFire(a_Chunk, itr->x, itr->y, itr->z);
+
+ itr->Data -= NumMSecs;
+ if (itr->Data >= 0)
+ {
+ // Not yet, wait for it longer
+ ++itr;
+ continue;
+ }
+
+ // Burn out the fire one step by increasing the meta:
+ /*
+ FLOG("FS: Fire at {%d, %d, %d} is stepping",
+ itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
+ );
+ */
+ NIBBLETYPE BlockMeta = a_Chunk->GetMeta(idx);
+ if (BlockMeta == 0x0f)
+ {
+ // The fire burnt out completely
+ FLOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block",
+ itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
+ );
+ a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
+ RemoveFuelNeighbors(a_Chunk, itr->x, itr->y, itr->z);
+ itr = Data.erase(itr);
+ continue;
+ }
+ a_Chunk->SetMeta(idx, BlockMeta + 1);
+ itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
+ } // for itr - Data[]
+}
+
+
+
+
+
+bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
+{
+ return (a_BlockType == E_BLOCK_FIRE);
+}
+
+
+
+
+
+bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType)
+{
+ switch (a_BlockType)
+ {
+ case E_BLOCK_PLANKS:
+ case E_BLOCK_LEAVES:
+ case E_BLOCK_LOG:
+ case E_BLOCK_WOOL:
+ case E_BLOCK_BOOKCASE:
+ case E_BLOCK_FENCE:
+ case E_BLOCK_TNT:
+ case E_BLOCK_VINES:
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+
+
+
+
+bool cFireSimulator::IsForever(BLOCKTYPE a_BlockType)
+{
+ return (a_BlockType == E_BLOCK_NETHERRACK);
+}
+
+
+
+
+
+void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
+{
+ 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 (!IsAllowedBlock(BlockType))
+ {
+ return;
+ }
+
+ // Check for duplicates:
+ cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData();
+ for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
+ {
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
+ {
+ // Already present, skip adding
+ return;
+ }
+ } // for itr - ChunkData[]
+
+ FLOG("FS: Adding block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
+ ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ, 100));
+}
+
+
+
+
+
+int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+{
+ bool IsBlockBelowSolid = false;
+ if (a_RelY > 0)
+ {
+ BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
+ if (IsForever(BlockBelow))
+ {
+ // Is burning atop of netherrack, burn forever (re-check in 10 sec)
+ return 10000;
+ }
+ if (IsFuel(BlockBelow))
+ {
+ return m_BurnStepTimeFuel;
+ }
+ IsBlockBelowSolid = g_BlockIsSolid[BlockBelow];
+ }
+
+ for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
+ {
+ if (IsFuel(BlockType))
+ {
+ return m_BurnStepTimeFuel;
+ }
+ }
+ } // for i - gCrossCoords[]
+
+ if (!IsBlockBelowSolid && (a_RelY >= 0))
+ {
+ // Checked through everything, nothing was flammable
+ // If block below isn't solid, we can't have fire, it would be a non-fueled fire
+ // SetBlock just to make sure fire doesn't spawn
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
+ return 0;
+ }
+ return m_BurnStepTimeNonfuel;
+}
+
+
+
+
+
+void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+{
+ /*
+ if (m_World.GetTickRandomNumber(10000) > 100)
+ {
+ // Make the chance to spread 100x smaller
+ return;
+ }
+ */
+
+ for (int x = a_RelX - 1; x <= a_RelX + 1; x++)
+ {
+ for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++)
+ {
+ for (int y = a_RelY - 1; y <= a_RelY + 2; y++) // flames spread up one more block than around
+ {
+ // No need to check the coords for equality with the parent block,
+ // it cannot catch fire anyway (because it's not an air block)
+
+ if (m_World.GetTickRandomNumber(MAX_CHANCE_FLAMMABILITY) > m_Flammability)
+ {
+ continue;
+ }
+
+ // Start the fire in the neighbor {x, y, z}
+ /*
+ FLOG("FS: Trying to start fire at {%d, %d, %d}.",
+ x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
+ );
+ */
+ if (CanStartFireInBlock(a_Chunk, x, y, z))
+ {
+ FLOG("FS: Starting new fire at {%d, %d, %d}.",
+ x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
+ );
+ a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
+ }
+ } // for y
+ } // for z
+ } // for x
+}
+
+
+
+
+
+void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+{
+ for (int i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
+ {
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
+ {
+ // Neighbor not accessible, ignore it
+ continue;
+ }
+ if (!IsFuel(BlockType))
+ {
+ continue;
+ }
+ bool ShouldReplaceFuel = (m_World.GetTickRandomNumber(MAX_CHANCE_REPLACE_FUEL) < m_ReplaceFuelChance);
+ a_Chunk->UnboundedRelSetBlock(
+ a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z,
+ ShouldReplaceFuel ? E_BLOCK_FIRE : E_BLOCK_AIR, 0
+ );
+ } // for i - Coords[]
+}
+
+
+
+
+
+bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ)
+{
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+ {
+ // The chunk is not accessible
+ return false;
+ }
+
+ if (BlockType != E_BLOCK_AIR)
+ {
+ // Only an air block can be replaced by a fire block
+ return false;
+ }
+
+ for (int i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
+ {
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
+ {
+ // Neighbor inaccessible, skip it while evaluating
+ continue;
+ }
+ if (IsFuel(BlockType))
+ {
+ return true;
+ }
+ } // for i - Coords[]
+ return false;
+}
+
+
+
+