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-rw-r--r--VC2008/MCServer.vcproj38
-rw-r--r--source/Blocks/BlockRedstoneRepeater.cpp2
-rw-r--r--source/Chunk.cpp2
-rw-r--r--source/FluidSimulator.cpp692
-rw-r--r--source/FluidSimulator.h55
-rw-r--r--source/Globals.h2
-rw-r--r--source/Pickup.cpp6
-rw-r--r--source/Simulator.cpp33
-rw-r--r--source/Simulator.h20
-rw-r--r--source/Simulator/ClassicFluidSimulator.h58
-rw-r--r--source/Simulator/FireSimulator.cpp (renamed from source/FireSimulator.cpp)57
-rw-r--r--source/Simulator/FireSimulator.h (renamed from source/FireSimulator.h)11
-rw-r--r--source/Simulator/FluidSimulator.cpp19
-rw-r--r--source/Simulator/FluidSimulator.h47
-rw-r--r--source/Simulator/LavaSimulator.cpp (renamed from source/LavaSimulator.cpp)0
-rw-r--r--source/Simulator/LavaSimulator.h (renamed from source/LavaSimulator.h)0
-rw-r--r--source/Simulator/RedstoneSimulator.cpp (renamed from source/RedstoneSimulator.cpp)8
-rw-r--r--source/Simulator/RedstoneSimulator.h (renamed from source/RedstoneSimulator.h)1
-rw-r--r--source/Simulator/SandSimulator.cpp (renamed from source/SandSimulator.cpp)9
-rw-r--r--source/Simulator/SandSimulator.h (renamed from source/SandSimulator.h)10
-rw-r--r--source/Simulator/Simulator.cpp44
-rw-r--r--source/Simulator/Simulator.h38
-rw-r--r--source/Simulator/SimulatorManager.cpp (renamed from source/SimulatorManager.cpp)4
-rw-r--r--source/Simulator/SimulatorManager.h (renamed from source/SimulatorManager.h)0
-rw-r--r--source/Simulator/WaterSimulator.cpp (renamed from source/WaterSimulator.cpp)0
-rw-r--r--source/Simulator/WaterSimulator.h (renamed from source/WaterSimulator.h)0
-rw-r--r--source/World.cpp65
-rw-r--r--source/World.h19
28 files changed, 356 insertions, 884 deletions
diff --git a/VC2008/MCServer.vcproj b/VC2008/MCServer.vcproj
index 059b4b453..5ef341980 100644
--- a/VC2008/MCServer.vcproj
+++ b/VC2008/MCServer.vcproj
@@ -1008,70 +1008,62 @@
</File>
</Filter>
<Filter
- Name="Physics"
+ Name="Simulator"
>
<File
- RelativePath="..\source\FireSimulator.cpp"
+ RelativePath="..\source\Simulator\ClassicFluidSimulator.cpp"
>
</File>
<File
- RelativePath="..\source\FireSimulator.h"
+ RelativePath="..\source\Simulator\ClassicFluidSimulator.h"
>
</File>
<File
- RelativePath="..\source\FluidSimulator.cpp"
+ RelativePath="..\source\Simulator\FireSimulator.cpp"
>
</File>
<File
- RelativePath="..\source\FluidSimulator.h"
+ RelativePath="..\source\Simulator\FireSimulator.h"
>
</File>
<File
- RelativePath="..\source\LavaSimulator.cpp"
+ RelativePath="..\source\Simulator\FluidSimulator.cpp"
>
</File>
<File
- RelativePath="..\source\LavaSimulator.h"
+ RelativePath="..\source\Simulator\FluidSimulator.h"
>
</File>
<File
- RelativePath="..\source\RedstoneSimulator.cpp"
+ RelativePath="..\source\Simulator\RedstoneSimulator.cpp"
>
</File>
<File
- RelativePath="..\source\RedstoneSimulator.h"
+ RelativePath="..\source\Simulator\RedstoneSimulator.h"
>
</File>
<File
- RelativePath="..\source\SandSimulator.cpp"
+ RelativePath="..\source\Simulator\SandSimulator.cpp"
>
</File>
<File
- RelativePath="..\source\SandSimulator.h"
+ RelativePath="..\source\Simulator\SandSimulator.h"
>
</File>
<File
- RelativePath="..\source\Simulator.cpp"
+ RelativePath="..\source\Simulator\Simulator.cpp"
>
</File>
<File
- RelativePath="..\source\Simulator.h"
+ RelativePath="..\source\Simulator\Simulator.h"
>
</File>
<File
- RelativePath="..\source\SimulatorManager.cpp"
+ RelativePath="..\source\Simulator\SimulatorManager.cpp"
>
</File>
<File
- RelativePath="..\source\SimulatorManager.h"
- >
- </File>
- <File
- RelativePath="..\source\WaterSimulator.cpp"
- >
- </File>
- <File
- RelativePath="..\source\WaterSimulator.h"
+ RelativePath="..\source\Simulator\SimulatorManager.h"
>
</File>
</Filter>
diff --git a/source/Blocks/BlockRedstoneRepeater.cpp b/source/Blocks/BlockRedstoneRepeater.cpp
index 5af5edb1e..84a841fb0 100644
--- a/source/Blocks/BlockRedstoneRepeater.cpp
+++ b/source/Blocks/BlockRedstoneRepeater.cpp
@@ -4,7 +4,7 @@
#include "../Item.h"
#include "../World.h"
#include "../Player.h"
-#include "../RedstoneSimulator.h"
+#include "../Simulator/RedstoneSimulator.h"
diff --git a/source/Chunk.cpp b/source/Chunk.cpp
index 0dec50230..aaea4bf71 100644
--- a/source/Chunk.cpp
+++ b/source/Chunk.cpp
@@ -8,8 +8,6 @@
#include "Chunk.h"
#include "World.h"
-#include "WaterSimulator.h"
-#include "LavaSimulator.h"
#include "ClientHandle.h"
#include "Server.h"
#include "zlib.h"
diff --git a/source/FluidSimulator.cpp b/source/FluidSimulator.cpp
deleted file mode 100644
index 8a6a760f3..000000000
--- a/source/FluidSimulator.cpp
+++ /dev/null
@@ -1,692 +0,0 @@
-#include "Globals.h"
-
-#include <set>
-#include <queue>
-
-#include "FluidSimulator.h"
-#include "World.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
-#include "Item.h"
-#include "Blocks/BlockHandler.h"
-
-
-
-
-
-//#define DEBUG_FLUID
-#ifdef DEBUG_FLUID
-#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
-#else
-#define LOG_FLUID(...)
-#endif
-
-
-
-
-
-class cFluidSimulator::FluidData
-{
-public:
- FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
- : m_ActiveFluid( new std::set < Vector3i >() )
- , m_Simulator (a_Simulator)
- , m_Buffer( new std::set< Vector3i >() )
- , m_World( a_World )
- {}
-
- ~FluidData()
- {
- delete m_Buffer;
- delete m_ActiveFluid;
- }
-
- void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
- {
- Vector3i LevelPoints [] = {
- Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
- Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
- Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
- Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ),
- };
-
- for(int i=0; i<4; i++)
- {
- Vector3i cur = LevelPoints[i];
- switch(m_Relief[cur.x][cur.z])
- {
- case E_HOLE:
- {
- m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
- m_CurResult|=m_StartSide[cur.x][cur.z];
- m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
- LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
- LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
- }break;
-
- case E_BLOCK:
- {}break;
-
- case E_PLAIN:
- {
- if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
- {
- m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
- m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
- m_WaveQueue.push(cur);
- }
- else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
- {
- m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
- }
- LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
- }
- }
- }
- }
-
- std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
- {
-
- std::vector< Vector3i > Points; //result
-
- Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
-
- //TODO: rewrite without relief, get blocks directly in algorithm
- for(int x=0; x<AREA_WIDTH; x++)
- {
- for(int z=0; z<AREA_WIDTH; z++)
- {
- char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
- char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
-
- if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
- {
- m_Relief[x][z] = E_BLOCK;
- }
- else if(m_Simulator->IsSolidBlock(DownBlock))
- {
- m_Relief[x][z] = E_PLAIN;
- }
- else
- {
- m_Relief[x][z] = E_HOLE;
- }
- m_WayLength[x][z] = 255;
- m_StartSide[x][z] = E_SIDE_NONE;
- }
- LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
- }
-
- m_NearestHole = 5;
- m_CurResult = 0;
- while(!m_WaveQueue.empty()) m_WaveQueue.pop();
-
- int left = AREA_WIDTH/2 - 1;
- int right = AREA_WIDTH/2 + 1;
- int center = AREA_WIDTH/2;
-
- Vector3i r(right, 0, center); //right block
- Vector3i l(left, 0, center); //left block
- Vector3i f(center, 0, right); //front block
- Vector3i b(center, 0, left); //back block
- Vector3i c(center, 0, center); //center block
-
- m_WayLength[c.x][c.z] = 0;
-
- Vector3i Nearest[] = {r, l, f, b};
- unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
-
- for(int i=0; i<4; i++)
- {
- Vector3i cur = Nearest[i];
- switch(m_Relief[cur.x][cur.z])
- {
- case E_HOLE:
- {
- m_StartSide[cur.x][cur.z] = Sides[i];
- m_CurResult |= m_StartSide[cur.x][cur.z];
- m_NearestHole = 1;
- LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
- }break;
-
- case E_BLOCK:
- {}break;
-
- case E_PLAIN:
- {
- m_WaveQueue.push(cur);
- m_StartSide[cur.x][cur.z] = Sides[i];
- m_WayLength[cur.x][cur.z] = 1;
- LOG_FLUID("Plain found: %d", int(Sides[i]));
- }
- }
- }
-
- Vector3i curBlock;
-
- bool bContinue = !m_WaveQueue.empty();
-
- if(!m_WaveQueue.empty())
- {
- curBlock = m_WaveQueue.front();
- bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
- }
-
- while(bContinue)
- {
- LOG_FLUID("while iteration" );
- curBlock = m_WaveQueue.front();
- UpdateWave(CornerGlobal, curBlock);
- m_WaveQueue.pop();
-
- bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
- }
-
-
-
- if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
- if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
- if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
- if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
-
- if(Points.empty())
- {
- 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::set< Vector3i >* m_ActiveFluid;
- std::set< Vector3i >* m_Buffer;
- cWorld* m_World;
- cFluidSimulator *m_Simulator;
-
- const static int AREA_WIDTH = 11;
-
- const static unsigned char E_SIDE_RIGHT = 0x10;
- const static unsigned char E_SIDE_LEFT = 0x20;
- const static unsigned char E_SIDE_FRONT = 0x40;
- const static unsigned char E_SIDE_BACK = 0x80;
- const static unsigned char E_SIDE_NONE = 0x00;
-
- enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
-
- eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
- unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
- unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
-
- std::queue<Vector3i> m_WaveQueue;
-
- int m_NearestHole;
- unsigned char m_CurResult;
-};
-
-
-
-
-
-cFluidSimulator::cFluidSimulator( cWorld* a_World )
- : cSimulator(a_World)
- , m_Data(0)
-{
- m_Data = new FluidData(a_World, this);
-}
-
-
-
-
-
-cFluidSimulator::~cFluidSimulator()
-{
- delete m_Data;
-}
-
-
-
-
-
-void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
-{
- char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
- if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks
- {
- return;
- }
-
- std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
- ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
-}
-
-
-
-
-
-char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
-{
- char Max = m_MaxHeight + m_FlowReduction;
-
-#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 + m_FlowReduction ) 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::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
- for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
- {
- const Vector3i & pos = *itr;
-
- if(UniqueSituation(pos))
- {
- continue;
- }
-
- 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( BlockID == m_StationaryFluidBlock) Meta = 0;
- 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);
- bool bWashedAwayItem = CanWashAway(DownID);
- if ((IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryBlock(DownID) ) // free for fluid
- {
- if (bWashedAwayItem)
- {
- cBlockHandler * Handler = BlockHandler(DownID);
- if (Handler->DoesDropOnUnsuitable())
- {
- Handler->DropBlock(m_World, pos.x, pos.y - 1, pos.z);
- }
- }
- if (pos.y > 0)
- {
- m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
- AddBlock( pos.x, pos.y-1, pos.z );
- ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
- }
- }
- if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // 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 );
- ApplyUniqueToNearest(pos);
- }
- else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // 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 );
- bool bWashedAwayItem = CanWashAway( BlockID );
-
- if (!IsPassableForFluid(BlockID)) continue;
-
- if (!IsAllowedBlock(BlockID))
- {
- if (bWashedAwayItem)
- {
- cBlockHandler * Handler = BlockHandler(DownID);
- if (Handler->DoesDropOnUnsuitable())
- {
- Handler->DropBlock(m_World, p.x, p.y, p.z);
- }
- }
-
- 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 );
- ApplyUniqueToNearest(p);
- }
- 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 );
- ApplyUniqueToNearest(p);
- }
- }
- }
- }
- }
- }
- else// not fed
- {
- m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
- WakeUp( pos.x, pos.y, pos.z );
- }
- }
- }
-}
-
-
-
-
-
-bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
-{
- return a_BlockType == E_BLOCK_AIR
- || a_BlockType == E_BLOCK_FIRE
- || IsAllowedBlock(a_BlockType)
- || CanWashAway(a_BlockType);
-}
-
-
-
-
-
-bool cFluidSimulator::IsStationaryBlock (BLOCKTYPE a_BlockType)
-{
- return a_BlockType == m_StationaryFluidBlock;
-}
-
-
-
-
-
-bool cFluidSimulator::CanWashAway( BLOCKTYPE a_BlockType )
-{
- switch( a_BlockType )
- {
- case E_BLOCK_YELLOW_FLOWER:
- case E_BLOCK_RED_ROSE:
- case E_BLOCK_RED_MUSHROOM:
- case E_BLOCK_BROWN_MUSHROOM:
- case E_BLOCK_CACTUS:
- return true;
- default:
- return false;
- };
-}
-
-
-
-
-
-bool cFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
-{
- return !(a_BlockType == E_BLOCK_AIR
- || a_BlockType == E_BLOCK_FIRE
- || IsBlockLava(a_BlockType)
- || IsBlockWater(a_BlockType)
- || CanWashAway(a_BlockType));
-}
-
-
-
-
-
-//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 = 0, Y = 0, Z = 0; //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;
-
- Points.reserve(4); //Already allocate 4 places :D
-
- //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(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;
-}
-
-
-
-
-
-bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
-{
- bool result = false;
-
- char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
- char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
-
- if(IsBlockWater(BlockId))
- {
-
- char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
- if(IsBlockLava(UpperBlock))
- {
- m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
- }
-
-
- if(BlockId != E_BLOCK_STATIONARY_WATER)
- {
- char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
- if(IsSolidBlock(DownBlockId))
- {
- Vector3i LevelPoints [] = {
- Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
- };
- int SourceBlocksCount = 0;
- for(int i=0; i<4; i++)
- {
- if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
- {
- SourceBlocksCount++;
- }
- }
- if(SourceBlocksCount>=2)
- {
- m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
- }
- }
-
- }
- }
-
- if(IsBlockLava(BlockId))
- {
- bool bWater = false;
-
- char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
- if (IsBlockWater(UpperBlock))
- {
- bWater = true;
- }
- else
- {
- Vector3i LevelPoints [] = {
- Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
- };
-
- for(int i=0; i<4; i++)
- {
- if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
- {
- bWater = true;
- }
- }
- }
-
-
- if(bWater)
- {
- if(BlockId == E_BLOCK_STATIONARY_LAVA)
- {
- m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
- }
- else if (Meta<m_MaxHeight)
- {
- m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
- }
- }
- }
-
- return result;
-}
-
-
-
-
-
-void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
-{
- Vector3i NearPoints [] = {
- Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
- Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
- Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
- };
-
- for(int i=0; i<5; i++)
- {
- UniqueSituation(NearPoints[i]);
- }
-}
-
-
-
-
diff --git a/source/FluidSimulator.h b/source/FluidSimulator.h
deleted file mode 100644
index 09d9520ef..000000000
--- a/source/FluidSimulator.h
+++ /dev/null
@@ -1,55 +0,0 @@
-#pragma once
-
-#include "Simulator.h"
-#include "Vector3i.h"
-
-
-//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 cFluidSimulator : public cSimulator
-{
-public:
- cFluidSimulator( cWorld* a_World );
- ~cFluidSimulator();
-
- virtual void Simulate( float a_Dt );
-
- //Gets the flowing direction. 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);
-
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) = 0;
- virtual bool IsStationaryBlock( BLOCKTYPE a_BlockType);
- virtual bool IsPassableForFluid( BLOCKTYPE a_BlockType );
- bool CanWashAway( BLOCKTYPE a_BlockType );
- bool IsSolidBlock(BLOCKTYPE a_BlockType);
-protected:
- virtual void AddBlock( int a_X, int a_Y, int a_Z);
- char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
-
- bool UniqueSituation(Vector3i a_Pos); //Applys special for this fluid rules like generation of water betwin sources, returns false if it is necessary to apply general rules
- void ApplyUniqueToNearest(Vector3i a_Pos);
-
- float m_Timer;
-
- class FluidData;
- FluidData* m_Data;
-
- //Customize
- BLOCKTYPE m_FluidBlock;
- BLOCKTYPE m_StationaryFluidBlock;
- char m_MaxHeight;
- char m_FlowReduction;
-
-}; \ No newline at end of file
diff --git a/source/Globals.h b/source/Globals.h
index 01b118cf8..40e80bd79 100644
--- a/source/Globals.h
+++ b/source/Globals.h
@@ -159,6 +159,8 @@ typedef unsigned short UInt16;
#include <map>
#include <algorithm>
#include <memory>
+#include <set>
+#include <queue>
diff --git a/source/Pickup.cpp b/source/Pickup.cpp
index 8a32a328b..ea1f603a4 100644
--- a/source/Pickup.cpp
+++ b/source/Pickup.cpp
@@ -9,7 +9,7 @@
#include "ClientHandle.h"
#include "Inventory.h"
#include "World.h"
-#include "WaterSimulator.h"
+#include "Simulator/FluidSimulator.h"
#include "Server.h"
#include "Player.h"
#include "PluginManager.h"
@@ -157,11 +157,9 @@ void cPickup::HandlePhysics(float a_Dt)
if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
}
-
- //get flowing direction
+ // get flowing direction
Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos.x - 1, (int) m_Pos.y, (int) m_Pos.z - 1);
-
m_WaterSpeed *= 0.9f; //Keep old speed but lower it
switch(WaterDir)
diff --git a/source/Simulator.cpp b/source/Simulator.cpp
deleted file mode 100644
index e4608e150..000000000
--- a/source/Simulator.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "Simulator.h"
-#include "World.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
-
-
-
-
-
-cSimulator::cSimulator( cWorld* a_World )
- : m_World(a_World)
-{
-
-}
-
-cSimulator::~cSimulator()
-{
-}
-
-void cSimulator::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 );
-}
diff --git a/source/Simulator.h b/source/Simulator.h
deleted file mode 100644
index 00e1b5a0c..000000000
--- a/source/Simulator.h
+++ /dev/null
@@ -1,20 +0,0 @@
-#pragma once
-
-class Vector3i;
-class cWorld;
-class cSimulator
-{
-public:
- cSimulator( cWorld* a_World );
- ~cSimulator();
-
- virtual void Simulate( float a_Dt ) = 0;
- virtual void WakeUp( int a_X, int a_Y, int a_Z );
-
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) = 0;
-
-protected:
- virtual void AddBlock(int a_X, int a_Y, int a_Z) = 0;
-
- cWorld * m_World;
-}; \ No newline at end of file
diff --git a/source/Simulator/ClassicFluidSimulator.h b/source/Simulator/ClassicFluidSimulator.h
new file mode 100644
index 000000000..ebccda487
--- /dev/null
+++ b/source/Simulator/ClassicFluidSimulator.h
@@ -0,0 +1,58 @@
+
+// ClassicFluidSimulator.h
+
+// Interfaces to the cClassicFluidSimulator class representing the original MCServer's fluid simulator
+
+
+
+
+
+#pragma once
+
+#include "FluidSimulator.h"
+
+
+
+
+
+class cClassicFluidSimulator :
+ public cFluidSimulator
+{
+public:
+ cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff);
+ ~cClassicFluidSimulator();
+
+ // cSimulator overrides:
+ virtual void Simulate(float a_Dt) override;
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
+ // cFluidSimulator overrides:
+ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
+
+ bool CanWashAway (BLOCKTYPE a_BlockType);
+ bool IsSolidBlock(BLOCKTYPE a_BlockType);
+ bool IsPassableForFluid(BLOCKTYPE a_BlockType);
+
+protected:
+ NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ /// Applies special rules such as generation of water between sources, returns false if it is necessary to apply general rules
+ bool UniqueSituation(Vector3i a_Pos);
+
+ void ApplyUniqueToNearest(Vector3i a_Pos);
+
+ float m_Timer;
+
+ // fwd: ClassicFluidSimulator.cpp
+ class FluidData;
+
+ FluidData * m_Data;
+
+ NIBBLETYPE m_MaxHeight;
+ NIBBLETYPE m_Falloff;
+} ;
+
+
+
+
diff --git a/source/FireSimulator.cpp b/source/Simulator/FireSimulator.cpp
index 1dc104d0c..c2f22668b 100644
--- a/source/FireSimulator.cpp
+++ b/source/Simulator/FireSimulator.cpp
@@ -2,10 +2,13 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FireSimulator.h"
-#include "World.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+
+
+
+
cFireSimulator::cFireSimulator( cWorld* a_World )
: cSimulator(a_World)
@@ -13,9 +16,12 @@ cFireSimulator::cFireSimulator( cWorld* a_World )
, m_Buffer(new BlockList)
, m_BurningBlocks(new BlockList)
{
-
}
+
+
+
+
cFireSimulator::~cFireSimulator()
{
delete m_Buffer;
@@ -23,6 +29,10 @@ cFireSimulator::~cFireSimulator()
delete m_BurningBlocks;
}
+
+
+
+
void cFireSimulator::Simulate( float a_Dt )
{
m_Buffer->clear();
@@ -48,12 +58,19 @@ void cFireSimulator::Simulate( float a_Dt )
}
+
+
+
bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_FIRE
|| IsBlockLava(a_BlockType);
}
+
+
+
+
void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
@@ -72,17 +89,29 @@ void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
}
+
+
+
+
void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
{
m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
}
+
+
+
+
bool cFireSimulator::IsForeverBurnable( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_BLOODSTONE;
}
+
+
+
+
bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_PLANKS
@@ -95,11 +124,19 @@ bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
|| a_BlockType == E_BLOCK_VINES;
}
+
+
+
+
bool cFireSimulator::FiresForever( BLOCKTYPE a_BlockType )
{
return a_BlockType != E_BLOCK_FIRE;
}
+
+
+
+
bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
{
return BurnBlock(a_X + 1, a_Y, a_Z)
@@ -110,6 +147,10 @@ bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
|| BurnBlock(a_X, a_Y, a_Z - 1);
}
+
+
+
+
bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
@@ -130,4 +171,8 @@ bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
}
return false;
-} \ No newline at end of file
+}
+
+
+
+
diff --git a/source/FireSimulator.h b/source/Simulator/FireSimulator.h
index 90e6a6062..753259c2c 100644
--- a/source/FireSimulator.h
+++ b/source/Simulator/FireSimulator.h
@@ -2,14 +2,7 @@
#pragma once
#include "Simulator.h"
-#include "BlockEntity.h"
-
-
-
-
-
-class Vector3i;
-class cWorld;
+#include "../BlockEntity.h"
@@ -31,7 +24,7 @@ public:
protected:
virtual void AddBlock(int a_X, int a_Y, int a_Z) override;
- virtual void _AddBlock(int a_X, int a_Y, int a_Z);
+ virtual void _AddBlock(int a_X, int a_Y, int a_Z); // _X 2012_10_13: WTF? what kind of naming is this? Use proper names!
virtual bool BurnBlockAround(int a_X, int a_Y, int a_Z);
virtual bool BurnBlock(int a_X, int a_Y, int a_Z);
diff --git a/source/Simulator/FluidSimulator.cpp b/source/Simulator/FluidSimulator.cpp
new file mode 100644
index 000000000..d352d5d4d
--- /dev/null
+++ b/source/Simulator/FluidSimulator.cpp
@@ -0,0 +1,19 @@
+
+#include "Globals.h"
+
+#include "FluidSimulator.h"
+
+
+
+
+
+cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
+ super(a_World),
+ m_FluidBlock(a_Fluid),
+ m_StationaryFluidBlock(a_StationaryFluid)
+{
+}
+
+
+
+
diff --git a/source/Simulator/FluidSimulator.h b/source/Simulator/FluidSimulator.h
new file mode 100644
index 000000000..f0b2b23ba
--- /dev/null
+++ b/source/Simulator/FluidSimulator.h
@@ -0,0 +1,47 @@
+
+#pragma once
+
+#include "Simulator.h"
+
+
+
+
+
+enum Direction
+{
+ X_PLUS,
+ X_MINUS,
+ Y_PLUS,
+ Y_MINUS,
+ Z_PLUS,
+ Z_MINUS,
+ NONE
+};
+
+
+
+
+
+class cFluidSimulator :
+ public cSimulator
+{
+ typedef cSimulator super;
+
+public:
+ cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
+
+ // Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
+ virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) = 0;
+
+ bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
+ bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
+
+protected:
+ BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
+ BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
+} ;
+
+
+
+
+
diff --git a/source/LavaSimulator.cpp b/source/Simulator/LavaSimulator.cpp
index 726cc37e4..726cc37e4 100644
--- a/source/LavaSimulator.cpp
+++ b/source/Simulator/LavaSimulator.cpp
diff --git a/source/LavaSimulator.h b/source/Simulator/LavaSimulator.h
index d85b335b7..d85b335b7 100644
--- a/source/LavaSimulator.h
+++ b/source/Simulator/LavaSimulator.h
diff --git a/source/RedstoneSimulator.cpp b/source/Simulator/RedstoneSimulator.cpp
index 6c3e27228..1c30be324 100644
--- a/source/RedstoneSimulator.cpp
+++ b/source/Simulator/RedstoneSimulator.cpp
@@ -2,10 +2,10 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "RedstoneSimulator.h"
-#include "Piston.h"
-#include "World.h"
-#include "BlockID.h"
-#include "Torch.h"
+#include "../Piston.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Torch.h"
diff --git a/source/RedstoneSimulator.h b/source/Simulator/RedstoneSimulator.h
index c1996bb4e..f26b6b46b 100644
--- a/source/RedstoneSimulator.h
+++ b/source/Simulator/RedstoneSimulator.h
@@ -2,7 +2,6 @@
#pragma once
#include "Simulator.h"
-#include "Vector3i.h"
diff --git a/source/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp
index a2e1dc4cb..69513afef 100644
--- a/source/SandSimulator.cpp
+++ b/source/Simulator/SandSimulator.cpp
@@ -2,11 +2,10 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SandSimulator.h"
-#include "World.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
-#include "FallingBlock.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+#include "../FallingBlock.h"
diff --git a/source/SandSimulator.h b/source/Simulator/SandSimulator.h
index ff39d62b2..928ea63fc 100644
--- a/source/SandSimulator.h
+++ b/source/Simulator/SandSimulator.h
@@ -2,14 +2,8 @@
#pragma once
#include "Simulator.h"
-#include "BlockEntity.h"
-#include "Vector3i.h"
-
-
-
-
-
-class cWorld;
+#include "../BlockEntity.h"
+#include "../Vector3i.h"
diff --git a/source/Simulator/Simulator.cpp b/source/Simulator/Simulator.cpp
new file mode 100644
index 000000000..86b37e989
--- /dev/null
+++ b/source/Simulator/Simulator.cpp
@@ -0,0 +1,44 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Simulator.h"
+#include "../World.h"
+#include "../Vector3i.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+
+
+
+
+
+cSimulator::cSimulator( cWorld* a_World )
+ : m_World(a_World)
+{
+}
+
+
+
+
+
+cSimulator::~cSimulator()
+{
+}
+
+
+
+
+
+void cSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX - 1, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX + 1, a_BlockY, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY + 1, a_BlockZ);
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ - 1);
+ AddBlock(a_BlockX, a_BlockY, a_BlockZ + 1);
+}
+
+
+
+
diff --git a/source/Simulator/Simulator.h b/source/Simulator/Simulator.h
new file mode 100644
index 000000000..84a1630c2
--- /dev/null
+++ b/source/Simulator/Simulator.h
@@ -0,0 +1,38 @@
+
+#pragma once
+
+#include "../Vector3i.h"
+
+
+
+
+
+class cWorld;
+
+
+
+
+
+class cSimulator
+{
+public:
+ cSimulator(cWorld * a_World);
+ virtual ~cSimulator();
+
+ /// Called in each tick, a_Dt is the time passed since the last tick
+ virtual void Simulate(float a_Dt) = 0;
+
+ /// Called when a block changes via cWorld::SetBlock()
+ virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ);
+
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
+
+protected:
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
+
+ cWorld * m_World;
+} ;
+
+
+
+
diff --git a/source/SimulatorManager.cpp b/source/Simulator/SimulatorManager.cpp
index 0aef1ec6c..1ab7a51b5 100644
--- a/source/SimulatorManager.cpp
+++ b/source/Simulator/SimulatorManager.cpp
@@ -42,11 +42,11 @@ void cSimulatorManager::Simulate( float a_Dt )
-void cSimulatorManager::WakeUp(int a_X, int a_Y, int a_Z)
+void cSimulatorManager::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ)
{
for (cSimulators::iterator itr = m_Simulators.begin(); itr != m_Simulators.end(); ++itr )
{
- (*itr)->first->WakeUp(a_X, a_Y, a_Z);
+ (*itr)->first->WakeUp(a_BlockX, a_BlockY, a_BlockZ);
}
}
diff --git a/source/SimulatorManager.h b/source/Simulator/SimulatorManager.h
index e90acffab..e90acffab 100644
--- a/source/SimulatorManager.h
+++ b/source/Simulator/SimulatorManager.h
diff --git a/source/WaterSimulator.cpp b/source/Simulator/WaterSimulator.cpp
index c63135419..c63135419 100644
--- a/source/WaterSimulator.cpp
+++ b/source/Simulator/WaterSimulator.cpp
diff --git a/source/WaterSimulator.h b/source/Simulator/WaterSimulator.h
index 4bc35b8f7..4bc35b8f7 100644
--- a/source/WaterSimulator.h
+++ b/source/Simulator/WaterSimulator.h
diff --git a/source/World.cpp b/source/World.cpp
index 7180213fe..f932c7c04 100644
--- a/source/World.cpp
+++ b/source/World.cpp
@@ -12,12 +12,14 @@
#include "Root.h"
#include "../iniFile/iniFile.h"
#include "ChunkMap.h"
-#include "SimulatorManager.h"
-#include "WaterSimulator.h"
-#include "LavaSimulator.h"
-#include "FireSimulator.h"
-#include "SandSimulator.h"
-#include "RedstoneSimulator.h"
+
+// Simulators:
+#include "Simulator/SimulatorManager.h"
+#include "Simulator/ClassicFluidSimulator.h"
+#include "Simulator/FluidSimulator.h"
+#include "Simulator/FireSimulator.h"
+#include "Simulator/SandSimulator.h"
+#include "Simulator/RedstoneSimulator.h"
// Mobs:
#include "Mobs/Chicken.h"
@@ -288,11 +290,11 @@ cWorld::cWorld( const AString & a_WorldName )
m_BlockTickQueue.reserve(1000);
m_BlockTickQueueCopy.reserve(1000);
- //Simulators:
- m_WaterSimulator = new cWaterSimulator( this );
- m_LavaSimulator = new cLavaSimulator( this );
- m_SandSimulator = new cSandSimulator(this);
- m_FireSimulator = new cFireSimulator(this);
+ // Simulators:
+ m_WaterSimulator = InitializeFluidSimulator(IniFile, "Water", E_BLOCK_WATER, E_BLOCK_STATIONARY_WATER);
+ m_LavaSimulator = InitializeFluidSimulator(IniFile, "Lava", E_BLOCK_LAVA, E_BLOCK_STATIONARY_LAVA);
+ m_SandSimulator = new cSandSimulator(this);
+ m_FireSimulator = new cFireSimulator(this);
m_RedstoneSimulator = new cRedstoneSimulator(this);
m_SimulatorManager = new cSimulatorManager();
@@ -2153,3 +2155,44 @@ bool cWorld::IsBlockDirectlyWatered(int a_BlockX, int a_BlockY, int a_BlockZ)
+cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock)
+{
+ AString SimulatorNameKey;
+ Printf(SimulatorNameKey, "%sSimulator", a_FluidName);
+ AString SimulatorSectionName;
+ Printf(SimulatorSectionName, "%sSimulator", a_FluidName);
+ AString SimulatorName = a_IniFile.GetValue("Physics", SimulatorNameKey, "");
+ if (SimulatorName.empty())
+ {
+ LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
+ SimulatorName = "Classic";
+ }
+
+ cFluidSimulator * res = NULL;
+ /*
+ // TODO: other fluid simulators
+ if (NoCaseCompare(SimulatorName, "floody") == 0)
+ {
+ // TODO: Floody simulator params
+ res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock);
+ }
+ else
+ */
+ {
+ if (NoCaseCompare(SimulatorName, "classic") != 0)
+ {
+ // The simulator name doesn't match anything we have, issue a warning:
+ LOGWARNING("%s [Physics]:%s specifies an unknown simulator, using the default \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str());
+ }
+ int DefaultFalloff = (strcmp(a_FluidName, "Water") == 0) ? 1 : 2;
+ int DefaultMaxHeight = (strcmp(a_FluidName, "Water") == 0) ? 7 : 6;
+ int Falloff = a_IniFile.GetValueI(SimulatorSectionName, "Falloff", DefaultFalloff);
+ int MaxHeight = a_IniFile.GetValueI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight);
+ res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff);
+ }
+
+ return res;
+}
+
+
+
diff --git a/source/World.h b/source/World.h
index f3117fe55..913d28f5b 100644
--- a/source/World.h
+++ b/source/World.h
@@ -9,7 +9,7 @@
#define MAX_PLAYERS 65535
-#include "SimulatorManager.h"
+#include "Simulator/SimulatorManager.h"
#include "MersenneTwister.h"
#include "ChunkMap.h"
#include "WorldStorage/WorldStorage.h"
@@ -27,8 +27,7 @@
class cRedstone;
class cFireSimulator;
-class cWaterSimulator;
-class cLavaSimulator;
+class cFluidSimulator;
class cSandSimulator;
class cRedstoneSimulator;
class cItem;
@@ -279,9 +278,10 @@ public:
const double & GetSpawnY(void) const { return m_SpawnY; } // tolua_export
const double & GetSpawnZ(void) const { return m_SpawnZ; } // tolua_export
- inline cSimulatorManager *GetSimulatorManager() { return m_SimulatorManager; }
- inline cWaterSimulator *GetWaterSimulator() { return m_WaterSimulator; }
- inline cLavaSimulator *GetLavaSimulator() { return m_LavaSimulator; }
+ inline cSimulatorManager * GetSimulatorManager(void) { return m_SimulatorManager; }
+
+ inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
+ inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
/// Calls the callback for each chest in the specified chunk; returns true if all chests processed, false if the callback aborted by returning true
bool ForEachChestInChunk (int a_ChunkX, int a_ChunkZ, cChestCallback & a_Callback); // Exported in ManualBindings.cpp
@@ -429,8 +429,8 @@ private:
cSimulatorManager * m_SimulatorManager;
cSandSimulator * m_SandSimulator;
- cWaterSimulator * m_WaterSimulator;
- cLavaSimulator * m_LavaSimulator;
+ cFluidSimulator * m_WaterSimulator;
+ cFluidSimulator * m_LavaSimulator;
cFireSimulator * m_FireSimulator;
cRedstoneSimulator * m_RedstoneSimulator;
@@ -488,6 +488,9 @@ private:
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
void RemoveEntity( cEntity * a_Entity );
+
+ /// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
+ cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
}; //tolua_export