diff options
author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-10-14 19:06:21 +0200 |
---|---|---|
committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-10-14 19:06:21 +0200 |
commit | 5b7de82a79e3f18affcffd686484a681d187942a (patch) | |
tree | 3a0b766fd827de634456bee9ea9ce225f40bfb60 | |
parent | Biomal CompoGen now generates sea with STATIONARY_WATER instead of regular WATER. (diff) | |
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-rw-r--r-- | VC2008/MCServer.vcproj | 16 | ||||
-rw-r--r-- | source/Simulator/ClassicFluidSimulator.cpp | 9 | ||||
-rw-r--r-- | source/Simulator/ClassicFluidSimulator.h | 1 | ||||
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.cpp | 92 | ||||
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.h | 44 | ||||
-rw-r--r-- | source/Simulator/FireSimulator.cpp | 40 | ||||
-rw-r--r-- | source/Simulator/FireSimulator.h | 1 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.cpp | 159 | ||||
-rw-r--r-- | source/Simulator/FloodyFluidSimulator.h | 49 | ||||
-rw-r--r-- | source/Simulator/FluidSimulator.cpp | 55 | ||||
-rw-r--r-- | source/Simulator/FluidSimulator.h | 7 | ||||
-rw-r--r-- | source/Simulator/Simulator.h | 1 | ||||
-rw-r--r-- | source/World.cpp | 26 |
13 files changed, 446 insertions, 54 deletions
diff --git a/VC2008/MCServer.vcproj b/VC2008/MCServer.vcproj index 0dc4b62f3..4f40a83ca 100644 --- a/VC2008/MCServer.vcproj +++ b/VC2008/MCServer.vcproj @@ -1019,6 +1019,14 @@ >
</File>
<File
+ RelativePath="..\source\Simulator\DelayedFluidSimulator.cpp"
+ >
+ </File>
+ <File
+ RelativePath="..\source\Simulator\DelayedFluidSimulator.h"
+ >
+ </File>
+ <File
RelativePath="..\source\Simulator\FireSimulator.cpp"
>
</File>
@@ -1027,6 +1035,14 @@ >
</File>
<File
+ RelativePath="..\source\Simulator\FloodyFluidSimulator.cpp"
+ >
+ </File>
+ <File
+ RelativePath="..\source\Simulator\FloodyFluidSimulator.h"
+ >
+ </File>
+ <File
RelativePath="..\source\Simulator\FluidSimulator.cpp"
>
</File>
diff --git a/source/Simulator/ClassicFluidSimulator.cpp b/source/Simulator/ClassicFluidSimulator.cpp index 70dbd0f6f..232e8205d 100644 --- a/source/Simulator/ClassicFluidSimulator.cpp +++ b/source/Simulator/ClassicFluidSimulator.cpp @@ -300,15 +300,6 @@ void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) -bool cClassicFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
-{
- return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
-}
-
-
-
-
-
NIBBLETYPE cClassicFluidSimulator::GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ)
{
NIBBLETYPE Max = m_MaxHeight + m_Falloff;
diff --git a/source/Simulator/ClassicFluidSimulator.h b/source/Simulator/ClassicFluidSimulator.h index 4b6301b9a..4198f16de 100644 --- a/source/Simulator/ClassicFluidSimulator.h +++ b/source/Simulator/ClassicFluidSimulator.h @@ -25,7 +25,6 @@ public: // 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;
protected:
NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
diff --git a/source/Simulator/DelayedFluidSimulator.cpp b/source/Simulator/DelayedFluidSimulator.cpp new file mode 100644 index 000000000..3ace286ed --- /dev/null +++ b/source/Simulator/DelayedFluidSimulator.cpp @@ -0,0 +1,92 @@ +
+// DelayedFluidSimulator.cpp
+
+// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
+// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
+
+#include "Globals.h"
+
+#include "DelayedFluidSimulator.h"
+#include "../World.h"
+
+
+
+
+
+cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
+ super(a_World, a_Fluid, a_StationaryFluid),
+ m_TickDelay(a_TickDelay),
+ m_Slots(NULL),
+ m_CurrentSlotNum(a_TickDelay - 1)
+{
+ m_Slots = new CoordsArray[a_TickDelay];
+}
+
+
+
+
+
+cDelayedFluidSimulator::~cDelayedFluidSimulator()
+{
+ delete[] m_Slots;
+ m_Slots = NULL;
+}
+
+
+
+
+
+void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
+ {
+ // Not inside the world (may happen when rclk with a full bucket - the client sends Y = -1)
+ return;
+ }
+
+ BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ if (BlockType != m_FluidBlock)
+ {
+ return;
+ }
+
+ CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
+
+ // Check for duplicates:
+ for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ {
+ if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
+ {
+ return;
+ }
+ }
+
+ Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
+}
+
+
+
+
+
+void cDelayedFluidSimulator::Simulate(float a_Dt)
+{
+ CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
+
+ // First move to the next slot, so that simulated blocks can write another batch of scheduled blocks:
+ m_CurrentSlotNum += 1;
+ if (m_CurrentSlotNum >= m_TickDelay)
+ {
+ m_CurrentSlotNum = 0;
+ }
+
+ // Simulate the blocks in the scheduled slot:
+ for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ {
+ SimulateBlock(itr->x, itr->y, itr->z);
+ }
+ Blocks.clear();
+}
+
+
+
+
diff --git a/source/Simulator/DelayedFluidSimulator.h b/source/Simulator/DelayedFluidSimulator.h new file mode 100644 index 000000000..b9c180580 --- /dev/null +++ b/source/Simulator/DelayedFluidSimulator.h @@ -0,0 +1,44 @@ +
+// DelayedFluidSimulator.h
+
+// Interfaces to the cDelayedFluidSimulator class representing a fluid simulator that has a configurable delay
+// before simulating a block. Each tick it takes a consecutive delay "slot" and simulates only blocks in that slot.
+
+
+
+
+#pragma once
+
+#include "FluidSimulator.h"
+
+
+
+
+
+class cDelayedFluidSimulator :
+ public cFluidSimulator
+{
+ typedef cFluidSimulator super;
+
+public:
+ cDelayedFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay);
+ virtual ~cDelayedFluidSimulator();
+
+ // cSimulator overrides:
+ virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+ virtual void Simulate(float a_Dt) override;
+
+protected:
+ typedef std::vector<Vector3i> CoordsArray;
+
+ int m_TickDelay; // Count of the m_Slots array
+ CoordsArray * m_Slots; // Slots, one for each delay tick
+ int m_CurrentSlotNum; // Index into m_Slots[] where to insert new blocks
+
+ /// Called from Simulate() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
+ virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
+} ;
+
+
+
+
diff --git a/source/Simulator/FireSimulator.cpp b/source/Simulator/FireSimulator.cpp index c2f22668b..1f20b0497 100644 --- a/source/Simulator/FireSimulator.cpp +++ b/source/Simulator/FireSimulator.cpp @@ -47,8 +47,10 @@ void cFireSimulator::Simulate( float a_Dt ) if(!IsAllowedBlock(BlockID)) //Check wheather the block is still burning continue; - if(BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again - _AddBlock(Pos.x, Pos.y, Pos.z); + if (BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again + { + m_Blocks->push_back(Pos); + } else if(!IsForeverBurnable(m_World->GetBlock(Pos.x, Pos.y - 1, Pos.z)) && !FiresForever(BlockID)) m_World->SetBlock(Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0); @@ -61,42 +63,34 @@ void cFireSimulator::Simulate( float a_Dt ) -bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType ) +bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType) { - return a_BlockType == E_BLOCK_FIRE - || IsBlockLava(a_BlockType); + return (a_BlockType == E_BLOCK_FIRE) || IsBlockLava(a_BlockType); } -void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z) +void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) { - char BlockID = m_World->GetBlock(a_X, a_Y, a_Z); - if(!IsAllowedBlock(BlockID)) //This should save very much time because it doesnīt have to iterate through all blocks + BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); + if (!IsAllowedBlock(BlockType)) + { return; + } - //check for duplicates - for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr ) + // Check for duplicates: + for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr ) { Vector3i Pos = *itr; - if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z ) + if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ)) + { return; + } } - _AddBlock(a_X, a_Y, 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) ); - + m_Blocks->push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); } diff --git a/source/Simulator/FireSimulator.h b/source/Simulator/FireSimulator.h index 753259c2c..826d24340 100644 --- a/source/Simulator/FireSimulator.h +++ b/source/Simulator/FireSimulator.h @@ -24,7 +24,6 @@ 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); // _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/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp new file mode 100644 index 000000000..7dcd4edca --- /dev/null +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -0,0 +1,159 @@ +
+// FloodyFluidSimulator.cpp
+
+// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
+// http://forum.mc-server.org/showthread.php?tid=565
+
+#include "Globals.h"
+
+#include "FloodyFluidSimulator.h"
+#include "../World.h"
+#include "../BlockArea.h"
+#include "../Blocks/BlockHandler.h"
+
+
+
+
+
+cFloodyFluidSimulator::cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay) :
+ super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay),
+ m_Falloff(a_Falloff)
+{
+}
+
+
+
+
+
+void cFloodyFluidSimulator::SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ cBlockArea Area;
+ int MinBlockY = std::max(0, a_BlockY - 1);
+ int MaxBlockY = std::min(cChunkDef::Height, a_BlockY + 1);
+ if (!Area.Read(m_World, a_BlockX - 1, a_BlockX + 1, MinBlockY, MaxBlockY, a_BlockZ - 1, a_BlockZ + 1))
+ {
+ // Cannot read the immediate neighborhood, probably too close to an unloaded chunk. Bail out.
+ // TODO: Shouldn't we re-schedule?
+ return;
+ }
+ int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
+
+ NIBBLETYPE MyMeta = Area.GetRelBlockMeta(1, y, 1);
+
+ if (MyMeta != 0)
+ {
+ if (CheckTributaries(a_BlockX, a_BlockY, a_BlockZ, Area, MyMeta))
+ {
+ return;
+ }
+ }
+
+ // New meta for the spreading to neighbors:
+ // If this is a source block or was falling, the new meta is just the falloff
+ // Otherwise it is the current meta plus falloff (may be larger than max height, will be checked later)
+ NIBBLETYPE NewMeta = ((MyMeta == 0) || ((MyMeta & 0x08) != 0)) ? m_Falloff : (MyMeta + m_Falloff);
+
+ BLOCKTYPE Below = Area.GetRelBlockType(1, 0, 1);
+ if ((a_BlockY > 0) && IsPassableForFluid(Below))
+ {
+ // Spread only down, possibly washing away what's there:
+ SpreadToNeighbor(a_BlockX, a_BlockY - 1, a_BlockZ, Area, 8);
+ }
+ else if (NewMeta < 8) // Can reach there
+ {
+ // Spread to the neighbors:
+ SpreadToNeighbor(a_BlockX - 1, a_BlockY, a_BlockZ, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX + 1, a_BlockY, a_BlockZ, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ - 1, Area, NewMeta);
+ SpreadToNeighbor(a_BlockX, a_BlockY, a_BlockZ + 1, Area, NewMeta);
+ }
+
+ // Mark as processed:
+ m_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, MyMeta);
+}
+
+
+
+
+
+bool cFloodyFluidSimulator::CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta)
+{
+ bool IsFed = false;
+ int y = (a_BlockY > 0) ? 1 : 0; // Relative y-coord of this block in Area
+
+ // If we have a section above, check if there's fluid above this block that would feed it:
+ if (a_BlockY < cChunkDef::Height - 1)
+ {
+ IsFed = IsAnyFluidBlock(a_Area.GetRelBlockType(1, 2, 1));
+ }
+
+ // If not fed from above, check if there's a feed from the side:
+ if (!IsFed)
+ {
+ IsFed = (
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(0, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(0, y, 1), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(2, y, 1)) && IsHigherMeta(a_Area.GetRelBlockMeta(2, y, 1), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 0)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 0), a_MyMeta)) ||
+ (IsAnyFluidBlock(a_Area.GetRelBlockType(1, y, 2)) && IsHigherMeta(a_Area.GetRelBlockMeta(1, y, 2), a_MyMeta))
+ );
+ }
+
+ // If not fed, decrease by m_Falloff levels:
+ if (!IsFed)
+ {
+ a_MyMeta += m_Falloff;
+ if (a_MyMeta < 8)
+ {
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_StationaryFluidBlock, a_MyMeta);
+ }
+ else
+ {
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ }
+ return true;
+ }
+ return false;
+}
+
+
+
+
+
+void cFloodyFluidSimulator::SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta)
+{
+ BLOCKTYPE Block = a_Area.GetBlockType(a_BlockX, a_BlockY, a_BlockZ);
+
+ if (IsAnyFluidBlock(Block))
+ {
+ NIBBLETYPE Meta = a_Area.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ if (!IsHigherMeta(a_NewMeta, Meta))
+ {
+ // Don't spread there, there's already a higher level there
+ return;
+ }
+ }
+ if (!IsPassableForFluid(Block))
+ {
+ // Can't spread there
+ return;
+ }
+
+ // Wash away the block there, if possible:
+ if (CanWashAway(Block))
+ {
+ cBlockHandler * Handler = BlockHandler(Block);
+ if (Handler->DoesDropOnUnsuitable())
+ {
+ Handler->DropBlock(m_World, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ }
+
+ // Spread:
+ LOGD("Fluid: spreading to block {%d, %d, %d}, meta %d", a_BlockX, a_BlockY, a_BlockZ, a_NewMeta);
+
+ m_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, m_FluidBlock, a_NewMeta);
+}
+
+
+
+
diff --git a/source/Simulator/FloodyFluidSimulator.h b/source/Simulator/FloodyFluidSimulator.h new file mode 100644 index 000000000..d3fa85fce --- /dev/null +++ b/source/Simulator/FloodyFluidSimulator.h @@ -0,0 +1,49 @@ +
+// FloodyFluidSimulator.h
+
+// Interfaces to the cFloodyFluidSimulator that represents a fluid simulator that tries to flood everything :)
+// http://forum.mc-server.org/showthread.php?tid=565
+
+
+
+
+
+#pragma once
+
+#include "DelayedFluidSimulator.h"
+
+
+
+
+
+// fwd:
+class cBlockArea;
+
+
+
+
+
+class cFloodyFluidSimulator :
+ public cDelayedFluidSimulator
+{
+ typedef cDelayedFluidSimulator super;
+
+public:
+ cFloodyFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_Falloff, int a_TickDelay);
+
+protected:
+ NIBBLETYPE m_Falloff;
+
+ // cDelayedFluidSimulator overrides:
+ virtual void SimulateBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
+
+ /// Checks tributaries, if not fed, decreases the block's level and returns true
+ bool CheckTributaries(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_MyMeta);
+
+ /// Spreads into the specified block, if the block there allows. a_Area is for checking.
+ void SpreadToNeighbor(int a_BlockX, int a_BlockY, int a_BlockZ, const cBlockArea & a_Area, NIBBLETYPE a_NewMeta);
+} ;
+
+
+
+
diff --git a/source/Simulator/FluidSimulator.cpp b/source/Simulator/FluidSimulator.cpp index 4c867aa79..f1930c91f 100644 --- a/source/Simulator/FluidSimulator.cpp +++ b/source/Simulator/FluidSimulator.cpp @@ -19,14 +19,9 @@ cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE -bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType) +bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType) { - return ( - (a_BlockType == E_BLOCK_AIR) || - (a_BlockType == E_BLOCK_FIRE) || - IsAllowedBlock(a_BlockType) || - CanWashAway(a_BlockType) - ); + return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } @@ -65,6 +60,52 @@ bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType) +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::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2) +{ + if (a_Meta1 == 0) + { + // Source block is higher than anything, even itself. + return true; + } + if ((a_Meta1 & 0x08) != 0) + { + // Falling fluid is higher than anything, including self + return true; + } + + if (a_Meta2 == 0) + { + // Second block is a source and first block isn't + return false; + } + if ((a_Meta2 & 0x08) != 0) + { + // Second block is falling and the first one is neither a source nor falling + return false; + } + + // All special cases have been handled, now it's just a raw comparison: + return (a_Meta1 < a_Meta2); +} + + + + + // TODO Not working very well yet :s Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over) { diff --git a/source/Simulator/FluidSimulator.h b/source/Simulator/FluidSimulator.h index f90de5e71..ec225728e 100644 --- a/source/Simulator/FluidSimulator.h +++ b/source/Simulator/FluidSimulator.h @@ -30,17 +30,24 @@ class cFluidSimulator : public: cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); + // cSimulator overrides: + virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; + /// 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); bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); } bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); } + bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); } static bool CanWashAway(BLOCKTYPE a_BlockType); bool IsSolidBlock (BLOCKTYPE a_BlockType); bool IsPassableForFluid(BLOCKTYPE a_BlockType); + /// Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. + bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2); + 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/Simulator/Simulator.h b/source/Simulator/Simulator.h index 84a1630c2..1fecb0c96 100644 --- a/source/Simulator/Simulator.h +++ b/source/Simulator/Simulator.h @@ -28,6 +28,7 @@ public: virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0; protected: + /// Called to simulate a new block virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) = 0; cWorld * m_World; diff --git a/source/World.cpp b/source/World.cpp index f932c7c04..68f674ab6 100644 --- a/source/World.cpp +++ b/source/World.cpp @@ -16,6 +16,7 @@ // Simulators: #include "Simulator/SimulatorManager.h" #include "Simulator/ClassicFluidSimulator.h" +#include "Simulator/FloodyFluidSimulator.h" #include "Simulator/FluidSimulator.h" #include "Simulator/FireSimulator.h" #include "Simulator/SandSimulator.h" @@ -252,15 +253,10 @@ cWorld::cWorld( const AString & a_WorldName ) m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false); m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false); m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false); - m_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true); + m_bEnabledPVP = IniFile.GetValueSetB("PVP", "Enabled", true); m_GameMode = (eGameMode)IniFile.GetValueSetI("GameMode", "GameMode", m_GameMode ); - if (!IniFile.WriteFile()) - { - LOG("WARNING: Could not write to %s", m_IniFileName.c_str()); - } - m_Lighting.Start(this); m_Storage.Start(this, StorageSchema); m_Generator.Start(this, IniFile); @@ -286,7 +282,7 @@ cWorld::cWorld( const AString & a_WorldName ) m_LastSave = 0; m_LastUnload = 0; - //preallocate some memory for ticking blocks so we donīt need to allocate that often + // preallocate some memory for ticking blocks so we donīt need to allocate that often m_BlockTickQueue.reserve(1000); m_BlockTickQueueCopy.reserve(1000); @@ -303,6 +299,12 @@ cWorld::cWorld( const AString & a_WorldName ) m_SimulatorManager->RegisterSimulator(m_SandSimulator, 1); m_SimulatorManager->RegisterSimulator(m_FireSimulator, 10); m_SimulatorManager->RegisterSimulator(m_RedstoneSimulator, 1); + + // Save any changes that the defaults may have done to the ini file: + if (!IniFile.WriteFile()) + { + LOG("WARNING: Could not write to %s", m_IniFileName.c_str()); + } } @@ -2161,7 +2163,7 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c Printf(SimulatorNameKey, "%sSimulator", a_FluidName); AString SimulatorSectionName; Printf(SimulatorSectionName, "%sSimulator", a_FluidName); - AString SimulatorName = a_IniFile.GetValue("Physics", SimulatorNameKey, ""); + AString SimulatorName = a_IniFile.GetValueSet("Physics", SimulatorNameKey, ""); if (SimulatorName.empty()) { LOGWARNING("%s [Physics]:%s not present or empty, using the default of \"Classic\".", GetIniFileName().c_str(), SimulatorNameKey.c_str()); @@ -2169,15 +2171,13 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c } cFluidSimulator * res = NULL; - /* // TODO: other fluid simulators if (NoCaseCompare(SimulatorName, "floody") == 0) { // TODO: Floody simulator params - res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock); + res = new cFloodyFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, 1, 5); } else - */ { if (NoCaseCompare(SimulatorName, "classic") != 0) { @@ -2186,8 +2186,8 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c } 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); + int Falloff = a_IniFile.GetValueSetI(SimulatorSectionName, "Falloff", DefaultFalloff); + int MaxHeight = a_IniFile.GetValueSetI(SimulatorSectionName, "MaxHeight", DefaultMaxHeight); res = new cClassicFluidSimulator(this, a_SimulateBlock, a_StationaryBlock, MaxHeight, Falloff); } |