diff options
Diffstat (limited to 'source/cWaterSimulator.cpp')
-rw-r--r-- | source/cWaterSimulator.cpp | 216 |
1 files changed, 216 insertions, 0 deletions
diff --git a/source/cWaterSimulator.cpp b/source/cWaterSimulator.cpp new file mode 100644 index 000000000..888ff69c4 --- /dev/null +++ b/source/cWaterSimulator.cpp @@ -0,0 +1,216 @@ +#include "cWaterSimulator.h"
+#include "cWorld.h"
+#include "Vector3i.h"
+#include "BlockID.h"
+#include <vector>
+
+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( (Block2 == E_BLOCK_WATER || Block2 == E_BLOCK_STATIONARY_WATER ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_WATER || Block1 == E_BLOCK_STATIONARY_WATER ) )
+ {
+ 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()
+{
+}
+
+void cWaterSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+{
+ 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;
+
+ 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 );
+ }
+ }
+ }
+}
+
+bool cWaterSimulator::IsWaterBlock( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
+}
\ No newline at end of file |