diff options
author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
---|---|---|
committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
commit | 92c59963f82f81aa3202657e7fdbb2592924ede3 (patch) | |
tree | b7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cFluidSimulator.cpp | |
parent | Added HOOK_WEATHER_CHANGE. (diff) | |
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Diffstat (limited to 'source/cFluidSimulator.cpp')
-rw-r--r-- | source/cFluidSimulator.cpp | 1376 |
1 files changed, 688 insertions, 688 deletions
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp index 38bf55d77..1301caa8c 100644 --- a/source/cFluidSimulator.cpp +++ b/source/cFluidSimulator.cpp @@ -1,688 +1,688 @@ -#include "Globals.h"
-
-#include <set>
-#include <queue>
-
-#include "cFluidSimulator.h"
-#include "cWorld.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
-#include "cItem.h"
-#include "cBlockToPickup.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 )
- {
- cItems Drops;
- cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(pos.x, pos.y - 1, pos.z), E_ITEM_EMPTY, Drops);
- m_World->SpawnItemPickups(Drops, 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)
- {
- cItems Drops;
- cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(p.x, p.y, p.z), E_ITEM_EMPTY, Drops);
- m_World->SpawnItemPickups(Drops, 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(char a_BlockID)
-{
- return a_BlockID == E_BLOCK_AIR
- || a_BlockID == E_BLOCK_FIRE
- || IsAllowedBlock(a_BlockID)
- || CanWashAway(a_BlockID);
-}
-
-
-
-
-
-bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
-{
- return a_BlockID == m_StationaryFluidBlock;
-}
-
-
-
-
-
-bool cFluidSimulator::CanWashAway( char a_BlockID )
-{
- switch( a_BlockID )
- {
- 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( char a_BlockID )
-{
- return !(a_BlockID == E_BLOCK_AIR
- || a_BlockID == E_BLOCK_FIRE
- || IsBlockLava(a_BlockID)
- || IsBlockWater(a_BlockID)
- || CanWashAway(a_BlockID));
-}
-
-
-
-
-
-//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]);
- }
-}
-
-
-
-
+#include "Globals.h" + +#include <set> +#include <queue> + +#include "cFluidSimulator.h" +#include "cWorld.h" +#include "Vector3i.h" +#include "BlockID.h" +#include "Defines.h" +#include "cItem.h" +#include "cBlockToPickup.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 ) + { + cItems Drops; + cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(pos.x, pos.y - 1, pos.z), E_ITEM_EMPTY, Drops); + m_World->SpawnItemPickups(Drops, 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) + { + cItems Drops; + cBlockToPickup::ToPickup(DownID, m_World->GetBlockMeta(p.x, p.y, p.z), E_ITEM_EMPTY, Drops); + m_World->SpawnItemPickups(Drops, 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(char a_BlockID) +{ + return a_BlockID == E_BLOCK_AIR + || a_BlockID == E_BLOCK_FIRE + || IsAllowedBlock(a_BlockID) + || CanWashAway(a_BlockID); +} + + + + + +bool cFluidSimulator::IsStationaryBlock (char a_BlockID) +{ + return a_BlockID == m_StationaryFluidBlock; +} + + + + + +bool cFluidSimulator::CanWashAway( char a_BlockID ) +{ + switch( a_BlockID ) + { + 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( char a_BlockID ) +{ + return !(a_BlockID == E_BLOCK_AIR + || a_BlockID == E_BLOCK_FIRE + || IsBlockLava(a_BlockID) + || IsBlockWater(a_BlockID) + || CanWashAway(a_BlockID)); +} + + + + + +//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]); + } +} + + + + |