#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() { } 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; 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 ); } } } } 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) { 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; }