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-rw-r--r--source/Simulator/FloodyFluidSimulator.cpp215
1 files changed, 116 insertions, 99 deletions
diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp
index eaf16fff4..33c8ca5a2 100644
--- a/source/Simulator/FloodyFluidSimulator.cpp
+++ b/source/Simulator/FloodyFluidSimulator.cpp
@@ -8,6 +8,7 @@
#include "FloodyFluidSimulator.h"
#include "../World.h"
+#include "../Chunk.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
@@ -44,36 +45,22 @@ cFloodyFluidSimulator::cFloodyFluidSimulator(
-void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
- FLOG("Simulating block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
-
- cBlockArea Area;
- int MinBlockY = std::max(0, a_BlockY - 1);
- int MaxBlockY = std::min(+cChunkDef::Height, a_BlockY + 1);
- if (!Area.Read(&m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
- {
- // Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
- // TODO: Shouldn't we re-schedule?
- FLOG(" Cannot read area, bailing out.");
- return;
- }
- int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
-
- NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
- if (!IsAnyFluidBlock(Area.GetRelBlockType(1, y, 1)))
+ NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ);
+ if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ)))
{
// Can happen - if a block is scheduled for simulating and gets replaced in the meantime.
- FLOG(" Not my type: exp %d, got %d", m_FluidBlock, Area.GetRelBlockType(1, y, 1));
return;
}
if (MyMeta != 0)
{
// Source blocks aren't checked for tributaries, others are.
- if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
+ if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta))
{
- // Has no tributary, has been decreased, no more processing needed (neighbors have been scheduled by the decrease)
+ // Has no tributary, has been decreased (in CheckTributaries()),
+ // no more processing needed (neighbors have been scheduled by the decrease)
return;
}
}
@@ -82,107 +69,128 @@ void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_Bloc
// If this is a source block or was falling, the new meta is just the falloff
// Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
-
- BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
- if ((a_BlockY > 0) && (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)))
- {
- // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
- SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
- }
- else if (NewMeta < 8) // Can reach there
+ bool SpreadFurther = true;
+ if (a_RelY > 0)
{
+ BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
+ if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below))
+ {
+ // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian:
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8);
+ SpreadFurther = false;
+ }
// If source creation is on, check for it here:
- if (
+ else if (
(m_NumNeighborsForSource > 0) && // Source creation is on
(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
!IsPassableForFluid(Below) && // Only exactly 1 block deep
- CheckNeighborsForSource(a_BlockX, a_BlockY, a_BlockZ, Area) // Did we create a source?
+ CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source?
)
{
// We created a source, no more spreading is to be done now
- // Also has been re-scheduled for ticking in the next wave
+ // Also has been re-scheduled for ticking in the next wave, so no marking is needed
return;
}
-
+ }
+
+ if (SpreadFurther && (NewMeta < 8))
+ {
// Spread to the neighbors:
- SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
- SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
- SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
- SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta);
+ SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta);
}
// Mark as processed:
- m_World.FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
+ a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta);
}
-bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
+bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta)
{
- bool IsFed = false;
- int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
-
// If we have a section above, check if there's fluid above this block that would feed it:
- if (a_BlockY < cChunkDef::Height - 1)
+ if (a_RelY < cChunkDef::Height - 1)
{
- IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
+ if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ)))
+ {
+ // This block is fed from above, no more processing needed
+ return false;
+ }
}
- // If not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
- if (!IsFed && (a_MyMeta != 8))
+ // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block):
+ if (a_MyMeta != 8)
{
- IsFed = (
- (IsAllowedBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
- (IsAllowedBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
- (IsAllowedBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
- (IsAllowedBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
- );
- }
-
- // If not fed, decrease by m_Falloff levels:
- if (!IsFed)
- {
- if (a_MyMeta >= 8)
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ static const Vector3i Coords[] =
{
- FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, m_Falloff);
- }
- else
+ Vector3i( 1, 0, 0),
+ Vector3i(-1, 0, 0),
+ Vector3i( 0, 0, 1),
+ Vector3i( 0, 0, -1),
+ } ;
+ for (int i = 0; i < ARRAYCOUNT(Coords); i++)
{
- a_MyMeta += m_Falloff;
- if (a_MyMeta < 8)
+ if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta))
{
- FLOG(" Not fed, decreasing from %d to %d", a_MyMeta, a_MyMeta + m_Falloff);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
+ continue;
}
- else
+ if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta))
{
- FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ // This block is fed, no more processing needed
+ return false;
}
+ } // for i - Coords[]
+ } // if not fed from above
+
+ // Block is not fed, decrease by m_Falloff levels:
+ if (a_MyMeta >= 8)
+ {
+ FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff);
+ }
+ else
+ {
+ a_MyMeta += m_Falloff;
+ if (a_MyMeta < 8)
+ {
+ FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta);
+ }
+ else
+ {
+ FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
}
- return true;
}
- return false;
+ return true;
}
-void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
+void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
ASSERT(a_NewMeta <= 8); // Invalid meta values
ASSERT(a_NewMeta > 0); // Source blocks aren't spread
- BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
+ {
+ // Chunk not available
+ return;
+ }
- if (IsAllowedBlock(Block))
+ if (IsAllowedBlock(BlockType))
{
- NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
- if ((Meta == a_NewMeta) || IsHigherMeta(Meta, a_NewMeta))
+ if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta))
{
// Don't spread there, there's already a higher or same level there
return;
@@ -192,15 +200,15 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
// Check water - lava interaction:
if (m_FluidBlock == E_BLOCK_LAVA)
{
- if (IsBlockWater(Block))
+ if (IsBlockWater(BlockType))
{
// Lava flowing into water, change to stone / cobblestone based on direction:
BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
FLOG(" Lava flowing into water, turning water at {%d, %d, %d} into stone",
- a_BlockX, a_BlockY, a_BlockZ,
+ a_RelX, a_RelY, a_RelZ,
ItemTypeToString(NewBlock).c_str()
);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
@@ -209,14 +217,14 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
}
else if (m_FluidBlock == E_BLOCK_WATER)
{
- if (IsBlockLava(Block))
+ if (IsBlockLava(BlockType))
{
// Water flowing into lava, change to cobblestone / obsidian based on dest block:
- BLOCKTYPE NewBlock = (a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ) == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
+ BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
FLOG(" Water flowing into lava, turning lava at {%d, %d, %d} into %s",
- a_BlockX, a_BlockY, a_BlockZ, ItemTypeToString(NewBlock).c_str()
+ a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, NewBlock, 0);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
// TODO: Sound effect
@@ -228,52 +236,61 @@ void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_B
ASSERT(!"Unknown fluid!");
}
- if (!IsPassableForFluid(Block))
+ if (!IsPassableForFluid(BlockType))
{
// Can't spread there
return;
}
// Wash away the block there, if possible:
- if (CanWashAway(Block))
+ if (CanWashAway(BlockType))
{
- cBlockHandler * Handler = BlockHandler(Block);
+ cBlockHandler * Handler = BlockHandler(BlockType);
if (Handler->DoesDropOnUnsuitable())
{
- Handler->DropBlock(&m_World, NULL, a_BlockX, a_BlockY, a_BlockZ);
+ Handler->DropBlock(
+ &m_World, NULL,
+ a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX,
+ a_RelY,
+ a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ
+ );
}
- }
+ } // if (CanWashAway)
// Spread:
- FLOG(" Spreading to {%d, %d, %d} with meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
+ FLOG(" Spreading to {%d, %d, %d} with meta %d", a_RelX, a_RelY, a_RelZ, a_NewMeta);
+ a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}
-bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area)
+bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
FLOG(" Checking neighbors for source creation");
static const Vector3i NeighborCoords[] =
{
- Vector3i(-1, 0, 0),
- Vector3i( 1, 0, 0),
- Vector3i( 0, 0,-1),
- Vector3i( 0, 0, 1),
+ Vector3i(-1, 0, 0),
+ Vector3i( 1, 0, 0),
+ Vector3i( 0, 0, -1),
+ Vector3i( 0, 0, 1),
} ;
int NumNeeded = m_NumNeighborsForSource;
for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++)
{
- int x = a_BlockX + NeighborCoords[i].x;
- int y = a_BlockY + NeighborCoords[i].y;
- int z = a_BlockZ + NeighborCoords[i].z;
+ int x = a_RelX + NeighborCoords[i].x;
+ int y = a_RelY + NeighborCoords[i].y;
+ int z = a_RelZ + NeighborCoords[i].z;
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
- a_Area.GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
+ if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta))
+ {
+ // Neighbor not available, skip it
+ continue;
+ }
FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str());
if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType))
{
@@ -283,7 +300,7 @@ bool cFloodyFluidSimulator::CheckNeighborsForSource(int a_BlockX, int a_BlockY,
{
// Found enough, turn into a source and bail out
FLOG(" Found enough neighbor sources, turning into a source");
- m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, 0);
+ a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0);
return true;
}
}