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authorlapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2011-12-24 02:36:15 +0100
committerlapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2011-12-24 02:36:15 +0100
commite45b01ba4a9cf25d5733b4ed839c713a7b22ff2d (patch)
tree98c77fd44742cfe5a82a5a7b5e3b8ae7c779a77e /source
parentMax. players and MOTD are now changeable in the settings.ini (diff)
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Diffstat (limited to 'source')
-rw-r--r--source/cPickup.cpp60
-rw-r--r--source/cPickup.h4
-rw-r--r--source/cWaterSimulator.cpp92
-rw-r--r--source/cWaterSimulator.h18
4 files changed, 168 insertions, 6 deletions
diff --git a/source/cPickup.cpp b/source/cPickup.cpp
index db409c637..7b6e9e1d1 100644
--- a/source/cPickup.cpp
+++ b/source/cPickup.cpp
@@ -6,6 +6,7 @@
#include "cClientHandle.h"
#include "cInventory.h"
#include "cWorld.h"
+#include "cWaterSimulator.h"
#include "cServer.h"
#include "cPlayer.h"
#include "cPluginManager.h"
@@ -28,11 +29,15 @@ cPickup::~cPickup()
{
delete m_Item;
delete m_Speed;
+ delete m_ResultingSpeed;
+ delete m_WaterSpeed;
}
cPickup::cPickup(int a_X, int a_Y, int a_Z, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
: cEntity( ((double)(a_X))/32, ((double)(a_Y))/32, ((double)(a_Z))/32 )
, m_Speed( new Vector3f( a_SpeedX, a_SpeedY, a_SpeedZ ) )
+ , m_ResultingSpeed(new Vector3f())
+ , m_WaterSpeed(new Vector3f())
, m_bOnGround( false )
, m_bReplicated( false )
, m_Timer( 0.f )
@@ -63,6 +68,8 @@ cPickup::cPickup(int a_X, int a_Y, int a_Z, const cItem & a_Item, float a_SpeedX
cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
: cEntity( ((double)a_PickupSpawnPacket->m_PosX)/32, ((double)a_PickupSpawnPacket->m_PosY)/32, ((double)a_PickupSpawnPacket->m_PosZ)/32 )
, m_Speed( new Vector3f() )
+ , m_ResultingSpeed(new Vector3f())
+ , m_WaterSpeed(new Vector3f())
, m_bOnGround( false )
, m_bReplicated( false )
, m_Timer( 0.f )
@@ -149,9 +156,11 @@ void cPickup::Tick(float a_Dt)
void cPickup::HandlePhysics(float a_Dt)
{
+ m_ResultingSpeed->Set(0.f, 0.f, 0.f);
+ cWorld* World = GetWorld();
+
if( m_bOnGround ) // check if it's still on the ground
{
- cWorld* World = GetWorld();
int BlockX = (m_Pos->x)<0 ? (int)m_Pos->x-1 : (int)m_Pos->x;
int BlockZ = (m_Pos->z)<0 ? (int)m_Pos->z-1 : (int)m_Pos->z;
char BlockBelow = World->GetBlock( BlockX, (int)m_Pos->y -1, BlockZ );
@@ -179,18 +188,55 @@ void cPickup::HandlePhysics(float a_Dt)
if( fabs(m_Speed->z) < 0.05 ) m_Speed->z = 0;
}
+
+ //get flowing direction
+ Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos->x - 1, (int) m_Pos->y, (int) m_Pos->z - 1);
+
+
+ *m_WaterSpeed *= 0.9; //Keep old speed but lower it
+
+ switch(WaterDir)
+ {
+ case X_PLUS:
+ m_WaterSpeed->x = 1.f;
+ m_bOnGround = false;
+ break;
+ case X_MINUS:
+ m_WaterSpeed->x = -1.f;
+ m_bOnGround = false;
+ break;
+ case Z_PLUS:
+ m_WaterSpeed->z = 1.f;
+ m_bOnGround = false;
+ break;
+ case Z_MINUS:
+ m_WaterSpeed->z = -1.f;
+ m_bOnGround = false;
+ break;
+
+ default:
+ break;
+ }
+
+ *m_ResultingSpeed += *m_WaterSpeed;
+
+
if( !m_bOnGround )
{
float Gravity = -9.81f*a_Dt;
m_Speed->y += Gravity;
+ // Set to hit position
+ *m_ResultingSpeed += *m_Speed;
+
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
if( Ret ) // Oh noez! we hit something
{
- // Set to hit position
- if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_Speed * a_Dt ).SqrLength() )
+
+
+ if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_ResultingSpeed * a_Dt ).SqrLength() )
{
m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
if( Ret == 1 )
@@ -210,15 +256,19 @@ void cPickup::HandlePhysics(float a_Dt)
}
else
- *m_Pos += *m_Speed*a_Dt;
+ *m_Pos += *m_ResultingSpeed*a_Dt;
}
else
{ // We didn't hit anything, so move =]
- *m_Pos += *m_Speed*a_Dt;
+ *m_Pos += *m_ResultingSpeed * a_Dt;
}
}
+ //Usable for debugging
+ //SetPosition(m_Pos->x, m_Pos->y, m_Pos->z);
+
+
}
bool cPickup::CollectedBy( cPlayer* a_Dest )
diff --git a/source/cPickup.h b/source/cPickup.h
index cad766e42..fead89447 100644
--- a/source/cPickup.h
+++ b/source/cPickup.h
@@ -2,6 +2,7 @@
#include "cEntity.h"
+
class cPacket_PickupSpawn;
class cPlayer;
class cItem;
@@ -23,6 +24,9 @@ public:
void HandlePhysics(float a_Dt);
private:
Vector3f* m_Speed;
+ Vector3f* m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
+
+ Vector3f* m_WaterSpeed;
bool m_bOnGround;
bool m_bReplicated;
diff --git a/source/cWaterSimulator.cpp b/source/cWaterSimulator.cpp
index 888ff69c4..9b41e42b9 100644
--- a/source/cWaterSimulator.cpp
+++ b/source/cWaterSimulator.cpp
@@ -2,6 +2,7 @@
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
+#include "Defines.h"
#include <vector>
class cWaterSimulator::WaterData
@@ -39,7 +40,7 @@ public:
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 ) )
+ else if( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
{
bWaterFound = true;
}
@@ -127,6 +128,9 @@ 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();
@@ -213,4 +217,90 @@ void cWaterSimulator::Simulate( float a_Dt )
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<Vector3i *>::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;
+
+
} \ No newline at end of file
diff --git a/source/cWaterSimulator.h b/source/cWaterSimulator.h
index 1e45256f8..5962cd83e 100644
--- a/source/cWaterSimulator.h
+++ b/source/cWaterSimulator.h
@@ -1,5 +1,18 @@
#pragma once
+
+//TODO This definitly needs a better naming :D but how?
+enum Direction
+{
+ X_PLUS,
+ X_MINUS,
+ Y_PLUS,
+ Y_MINUS,
+ Z_PLUS,
+ Z_MINUS,
+ NONE
+};
+
class Vector3i;
class cWorld;
class cWaterSimulator
@@ -11,6 +24,9 @@ public:
void Simulate( float a_Dt );
void WakeUp( int a_X, int a_Y, int a_Z );
+ //Gets the flowing direction of a Waterblock if a_Over is true also the block over the current block affects the direction (standard)
+ Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
+
private:
void AddBlock( int a_X, int a_Y, int a_Z);
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
@@ -22,4 +38,6 @@ private:
class WaterData;
WaterData* m_Data;
+
+
}; \ No newline at end of file