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/cFluidSimulator.cpp | 304 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 304 insertions(+) create mode 100644 source/cFluidSimulator.cpp (limited to 'source/cFluidSimulator.cpp') diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp new file mode 100644 index 000000000..acbb19f56 --- /dev/null +++ b/source/cFluidSimulator.cpp @@ -0,0 +1,304 @@ +#include "cFluidSimulator.h" +#include "cWorld.h" +#include "Vector3i.h" +#include "BlockID.h" +#include "Defines.h" +#include + +class cFluidSimulator::FluidData +{ +public: + FluidData( cWorld* a_World, cFluidSimulator *a_Simulator ) + : m_ActiveFluid( new std::vector< Vector3i >() ) + , m_Simulator (a_Simulator) + , 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 bFluidFound = 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( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) ) + { + bFluidFound = true; + } + } + + if( Points.size() == 0 && !bFluidFound ) + { + 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( m_Simulator->IsPassableForFluid(Block) ) + Points.push_back( LevelPoints[i] ); + } + } + return Points; + } + + std::vector< Vector3i >* m_ActiveFluid; + std::vector< Vector3i >* m_Buffer; + cWorld* m_World; + cFluidSimulator *m_Simulator; +}; + +cFluidSimulator::cFluidSimulator( cWorld* a_World ) + : m_World(a_World) + , m_Data(new FluidData(a_World, this)) +{ +} + +cFluidSimulator::~cFluidSimulator() +{ +} + +void cFluidSimulator::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 cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z ) +{ + // Check for duplicates + std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid; + for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr ) + { + Vector3i & pos = *itr; + if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z ) + return; + } + + ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) ); +} + +char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z ) +{ + char Max = m_MaxHeight + 1; + //TODO Remove define function +#define __HIGHLEVEL_CHECK__( x, y, z ) \ + if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \ + { \ + char Meta; \ + if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \ + else if( Meta == m_MaxHeight + 1 ) 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 cFluidSimulator::Simulate( float a_Dt ) +{ + m_Timer += a_Dt; + + if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D + return; + + std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array + m_Data->m_ActiveFluid->clear(); + + std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer; + for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr ) + { + Vector3i & pos = *itr; + char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z ); + if( IsAllowedBlock( BlockID ) ) // only care about own fluid + { + bool bIsFed = false; + char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z ); + char Feed = Meta; + if( Meta & 8 ) // Falling fluid + { + if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid + { + bIsFed = true; + Meta = 0; // Make it a full block + } + } + else if( Meta < m_FlowReduction ) // 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( IsPassableForFluid(DownID) ) // free for fluid + { + m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling + AddBlock( pos.x, pos.y-1, pos.z ); + } + else // Not falling + { + if( Feed + m_FlowReduction < Meta ) + { + m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction ); + AddBlock( pos.x, pos.y, pos.z ); + } + else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread + { + 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( !IsAllowedBlock( BlockID ) ) + { + if( p.y == pos.y ) + m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction); + else + m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8); + AddBlock( p.x, p.y, p.z ); + } + else // it's fluid + { + char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z ); + if( PointMeta > Meta + m_FlowReduction ) + { + 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 ); + } + } + } +} + +//TODO Not working very well yet :s +Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over) +{ + char BlockID = m_World->GetBlock(a_X, a_Y, a_Z); + if(!IsAllowedBlock(BlockID)) //No Fluid -> 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 fluid below it -> dominating flow is down :D + if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(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(IsAllowedBlock(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(IsAllowedBlock(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; + + +} \ No newline at end of file -- cgit v1.2.3