From d6953a7ea2b20574ade4e0590ce030966c163394 Mon Sep 17 00:00:00 2001 From: "lapayo94@gmail.com" Date: Sun, 25 Dec 2011 16:20:06 +0000 Subject: Refactored both simulators (water and lava) to make them more flexible and easier to modify git-svn-id: http://mc-server.googlecode.com/svn/trunk@108 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cWaterSimulator.cpp | 301 ++------------------------------------------- 1 file changed, 9 insertions(+), 292 deletions(-) (limited to 'source/cWaterSimulator.cpp') 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 -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::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 -- cgit v1.2.3