From 53e22b11857fed62e2313d6d84d90f88ed412ffb Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Mon, 29 Jul 2013 12:13:03 +0100 Subject: Changed everyting to Unix line endings. --- source/Simulator/DelayedFluidSimulator.cpp | 316 ++++++------- source/Simulator/DelayedFluidSimulator.h | 164 +++---- source/Simulator/FloodyFluidSimulator.cpp | 668 ++++++++++++++-------------- source/Simulator/FloodyFluidSimulator.h | 106 ++--- source/Simulator/NoopFluidSimulator.h | 72 +-- source/Simulator/VaporizeFluidSimulator.cpp | 106 ++--- source/Simulator/VaporizeFluidSimulator.h | 68 +-- 7 files changed, 750 insertions(+), 750 deletions(-) (limited to 'source/Simulator') diff --git a/source/Simulator/DelayedFluidSimulator.cpp b/source/Simulator/DelayedFluidSimulator.cpp index 6cc982e3d..a4645ca09 100644 --- a/source/Simulator/DelayedFluidSimulator.cpp +++ b/source/Simulator/DelayedFluidSimulator.cpp @@ -1,158 +1,158 @@ - -// 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" -#include "../Chunk.h" - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cDelayedFluidSimulatorChunkData::cSlot - -bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ) -{ - ASSERT(a_RelZ >= 0); - ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks)); - - cCoordWithIntVector & Blocks = m_Blocks[a_RelZ]; - int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ); - for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) - { - if (itr->Data == Index) - { - // Already present - return false; - } - } // for itr - Blocks[] - Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index)); - return true; -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cDelayedFluidSimulatorChunkData: - -cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) : - m_Slots(new cSlot[a_TickDelay]) -{ -} - - - - - -cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData() -{ - delete[] m_Slots; - m_Slots = NULL; -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cDelayedFluidSimulator: - -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_AddSlotNum(a_TickDelay - 1), - m_SimSlotNum(0), - m_TotalBlocks(0) -{ -} - - - - - -void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) -{ - 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; - } - - if ((a_Chunk == NULL) || !a_Chunk->IsValid()) - { - return; - } - - int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); - if (BlockType != m_FluidBlock) - { - return; - } - - void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); - cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; - cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum]; - - // Add, if not already present: - if (!Slot.Add(RelX, a_BlockY, RelZ)) - { - return; - } - - ++m_TotalBlocks; -} - - - - - -void cDelayedFluidSimulator::Simulate(float a_Dt) -{ - m_AddSlotNum = m_SimSlotNum; - m_SimSlotNum += 1; - if (m_SimSlotNum >= m_TickDelay) - { - m_SimSlotNum = 0; - } -} - - - - - -void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) -{ - void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); - cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; - cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum]; - - // Simulate all the blocks in the scheduled slot: - for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++) - { - cCoordWithIntVector & Blocks = Slot.m_Blocks[i]; - if (Blocks.empty()) - { - continue; - } - for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) - { - SimulateBlock(a_Chunk, itr->x, itr->y, itr->z); - } - m_TotalBlocks -= Blocks.size(); - Blocks.clear(); - } -} - - - - + +// 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" +#include "../Chunk.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulatorChunkData::cSlot + +bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ) +{ + ASSERT(a_RelZ >= 0); + ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks)); + + cCoordWithIntVector & Blocks = m_Blocks[a_RelZ]; + int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ); + for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) + { + if (itr->Data == Index) + { + // Already present + return false; + } + } // for itr - Blocks[] + Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index)); + return true; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulatorChunkData: + +cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) : + m_Slots(new cSlot[a_TickDelay]) +{ +} + + + + + +cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData() +{ + delete[] m_Slots; + m_Slots = NULL; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cDelayedFluidSimulator: + +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_AddSlotNum(a_TickDelay - 1), + m_SimSlotNum(0), + m_TotalBlocks(0) +{ +} + + + + + +void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +{ + 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; + } + + if ((a_Chunk == NULL) || !a_Chunk->IsValid()) + { + return; + } + + int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; + int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; + BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); + if (BlockType != m_FluidBlock) + { + return; + } + + void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); + cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; + cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum]; + + // Add, if not already present: + if (!Slot.Add(RelX, a_BlockY, RelZ)) + { + return; + } + + ++m_TotalBlocks; +} + + + + + +void cDelayedFluidSimulator::Simulate(float a_Dt) +{ + m_AddSlotNum = m_SimSlotNum; + m_SimSlotNum += 1; + if (m_SimSlotNum >= m_TickDelay) + { + m_SimSlotNum = 0; + } +} + + + + + +void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) +{ + void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData(); + cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw; + cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum]; + + // Simulate all the blocks in the scheduled slot: + for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++) + { + cCoordWithIntVector & Blocks = Slot.m_Blocks[i]; + if (Blocks.empty()) + { + continue; + } + for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr) + { + SimulateBlock(a_Chunk, itr->x, itr->y, itr->z); + } + m_TotalBlocks -= Blocks.size(); + Blocks.clear(); + } +} + + + + diff --git a/source/Simulator/DelayedFluidSimulator.h b/source/Simulator/DelayedFluidSimulator.h index 6f7433877..c81500741 100644 --- a/source/Simulator/DelayedFluidSimulator.h +++ b/source/Simulator/DelayedFluidSimulator.h @@ -1,82 +1,82 @@ - -// 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 cDelayedFluidSimulatorChunkData : - public cFluidSimulatorData -{ -public: - class cSlot - { - public: - /// Returns true if the specified block is stored - bool HasBlock(int a_RelX, int a_RelY, int a_RelZ); - - /// Adds the specified block unless already present; returns true if added, false if the block was already present - bool Add(int a_RelX, int a_RelY, int a_RelZ); - - /** Array of block containers, each item stores blocks for one Z coord - Int param is the block index (for faster duplicate comparison in Add()) - */ - cCoordWithIntVector m_Blocks[16]; - } ; - - cDelayedFluidSimulatorChunkData(int a_TickDelay); - virtual ~cDelayedFluidSimulatorChunkData(); - - /// Slots, one for each delay tick, each containing the blocks to simulate - cSlot * m_Slots; -} ; - - - - - -class cDelayedFluidSimulator : - public cFluidSimulator -{ - typedef cFluidSimulator super; - -public: - cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay); - - // cSimulator overrides: - virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; - virtual void Simulate(float a_Dt) override; - virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; - virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); } - -protected: - - int m_TickDelay; // Count of the m_Slots array in each ChunkData - int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData - int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData - - int m_TotalBlocks; // Statistics only: the total number of blocks currently queued - - /* - Slots: - | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 | - adding blocks here ^ | ^ simulating here - */ - - /// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation. - virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0; -} ; - - - - + +// 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 cDelayedFluidSimulatorChunkData : + public cFluidSimulatorData +{ +public: + class cSlot + { + public: + /// Returns true if the specified block is stored + bool HasBlock(int a_RelX, int a_RelY, int a_RelZ); + + /// Adds the specified block unless already present; returns true if added, false if the block was already present + bool Add(int a_RelX, int a_RelY, int a_RelZ); + + /** Array of block containers, each item stores blocks for one Z coord + Int param is the block index (for faster duplicate comparison in Add()) + */ + cCoordWithIntVector m_Blocks[16]; + } ; + + cDelayedFluidSimulatorChunkData(int a_TickDelay); + virtual ~cDelayedFluidSimulatorChunkData(); + + /// Slots, one for each delay tick, each containing the blocks to simulate + cSlot * m_Slots; +} ; + + + + + +class cDelayedFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay); + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + virtual void Simulate(float a_Dt) override; + virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; + virtual cFluidSimulatorData * CreateChunkData(void) override { return new cDelayedFluidSimulatorChunkData(m_TickDelay); } + +protected: + + int m_TickDelay; // Count of the m_Slots array in each ChunkData + int m_AddSlotNum; // Index into m_Slots[] where to add new blocks in each ChunkData + int m_SimSlotNum; // Index into m_Slots[] where to simulate blocks in each ChunkData + + int m_TotalBlocks; // Statistics only: the total number of blocks currently queued + + /* + Slots: + | 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 | + adding blocks here ^ | ^ simulating here + */ + + /// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation. + virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) = 0; +} ; + + + + diff --git a/source/Simulator/FloodyFluidSimulator.cpp b/source/Simulator/FloodyFluidSimulator.cpp index f2cc068e8..9374bbab3 100644 --- a/source/Simulator/FloodyFluidSimulator.cpp +++ b/source/Simulator/FloodyFluidSimulator.cpp @@ -1,334 +1,334 @@ - -// 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 "../Chunk.h" -#include "../BlockArea.h" -#include "../Blocks/BlockHandler.h" - - - - - -// Enable or disable detailed logging -#if 0 - #define FLOG LOGD -#else - #define FLOG(...) -#endif - - - - - -cFloodyFluidSimulator::cFloodyFluidSimulator( - cWorld & a_World, - BLOCKTYPE a_Fluid, - BLOCKTYPE a_StationaryFluid, - NIBBLETYPE a_Falloff, - int a_TickDelay, - int a_NumNeighborsForSource -) : - super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay), - m_Falloff(a_Falloff), - m_NumNeighborsForSource(a_NumNeighborsForSource) -{ -} - - - - - -void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) -{ - FLOG("Simulating block {%d, %d, %d}: block %d, meta %d", - a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ, - a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ), - a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ) - ); - - NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ); - if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ))) - { - // Can happen - if a block is scheduled for simulating and gets replaced in the meantime. - FLOG(" BadBlockType exit"); - return; - } - - if (MyMeta != 0) - { - // Source blocks aren't checked for tributaries, others are. - if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta)) - { - // Has no tributary, has been decreased (in CheckTributaries()), - // no more processing needed (neighbors have been scheduled by the decrease) - FLOG(" CheckTributaries exit"); - 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); - bool SpreadFurther = true; - if (a_RelY > 0) - { - BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ); - if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)) - { - // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: - SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8); - SpreadFurther = false; - } - // If source creation is on, check for it here: - else if ( - (m_NumNeighborsForSource > 0) && // Source creation is on - (MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out) - !IsPassableForFluid(Below) && // Only exactly 1 block deep - CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source? - ) - { - // We created a source, no more spreading is to be done now - // Also has been re-scheduled for ticking in the next wave, so no marking is needed - return; - } - } - - if (SpreadFurther && (NewMeta < 8)) - { - // Spread to the neighbors: - SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta); - SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta); - } - - // Mark as processed: - a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta); -} - - - - - -bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta) -{ - // If we have a section above, check if there's fluid above this block that would feed it: - if (a_RelY < cChunkDef::Height - 1) - { - if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ))) - { - // This block is fed from above, no more processing needed - FLOG(" Fed from above"); - return false; - } - } - - // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block): - if (a_MyMeta != 8) - { - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - static const Vector3i Coords[] = - { - Vector3i( 1, 0, 0), - Vector3i(-1, 0, 0), - Vector3i( 0, 0, 1), - Vector3i( 0, 0, -1), - } ; - for (int i = 0; i < ARRAYCOUNT(Coords); i++) - { - if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta)) - { - continue; - } - if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta)) - { - // This block is fed, no more processing needed - FLOG(" Fed from {%d, %d, %d}, type %d, meta %d", - a_Chunk->GetPosX() * cChunkDef::Width + a_RelX + Coords[i].x, - a_RelY, - a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ + Coords[i].z, - BlockType, BlockMeta - ); - return false; - } - } // for i - Coords[] - } // if not fed from above - - // Block is not fed, decrease by m_Falloff levels: - if (a_MyMeta >= 8) - { - FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff); - } - else - { - a_MyMeta += m_Falloff; - if (a_MyMeta < 8) - { - FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta); - } - else - { - FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); - } - } - return true; -} - - - - - -void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) -{ - ASSERT(a_NewMeta <= 8); // Invalid meta values - ASSERT(a_NewMeta > 0); // Source blocks aren't spread - - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta)) - { - // Chunk not available - return; - } - - if (IsAllowedBlock(BlockType)) - { - if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta)) - { - // Don't spread there, there's already a higher or same level there - return; - } - } - - // Check water - lava interaction: - if (m_FluidBlock == E_BLOCK_LAVA) - { - if (IsBlockWater(BlockType)) - { - // Lava flowing into water, change to stone / cobblestone based on direction: - BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE; - FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone", - a_RelX, a_RelY, a_RelZ, - ItemTypeToString(NewBlock).c_str() - ); - a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); - - // TODO: Sound effect - - return; - } - } - else if (m_FluidBlock == E_BLOCK_WATER) - { - if (IsBlockLava(BlockType)) - { - // Water flowing into lava, change to cobblestone / obsidian based on dest block: - BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE; - FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s", - a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str() - ); - a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); - - // TODO: Sound effect - - return; - } - } - else - { - ASSERT(!"Unknown fluid!"); - } - - if (!IsPassableForFluid(BlockType)) - { - // Can't spread there - return; - } - - // Wash away the block there, if possible: - if (CanWashAway(BlockType)) - { - cBlockHandler * Handler = BlockHandler(BlockType); - if (Handler->DoesDropOnUnsuitable()) - { - Handler->DropBlock( - &m_World, NULL, - a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, - a_RelY, - a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ - ); - } - } // if (CanWashAway) - - // Spread: - FLOG(" Spreading to {%d, %d, %d} with meta %d", - a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, - a_RelY, - a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ, - a_NewMeta - ); - a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); -} - - - - - -bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) -{ - FLOG(" Checking neighbors for source creation"); - - static const Vector3i NeighborCoords[] = - { - Vector3i(-1, 0, 0), - Vector3i( 1, 0, 0), - Vector3i( 0, 0, -1), - Vector3i( 0, 0, 1), - } ; - - int NumNeeded = m_NumNeighborsForSource; - for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++) - { - int x = a_RelX + NeighborCoords[i].x; - int y = a_RelY + NeighborCoords[i].y; - int z = a_RelZ + NeighborCoords[i].z; - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta)) - { - // Neighbor not available, skip it - continue; - } - // FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str()); - if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType)) - { - NumNeeded--; - // FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded); - if (NumNeeded == 0) - { - // Found enough, turn into a source and bail out - // FLOG(" Found enough neighbor sources, turning into a source"); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0); - return true; - } - } - } - // FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded); - return false; -} - - - - + +// 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 "../Chunk.h" +#include "../BlockArea.h" +#include "../Blocks/BlockHandler.h" + + + + + +// Enable or disable detailed logging +#if 0 + #define FLOG LOGD +#else + #define FLOG(...) +#endif + + + + + +cFloodyFluidSimulator::cFloodyFluidSimulator( + cWorld & a_World, + BLOCKTYPE a_Fluid, + BLOCKTYPE a_StationaryFluid, + NIBBLETYPE a_Falloff, + int a_TickDelay, + int a_NumNeighborsForSource +) : + super(a_World, a_Fluid, a_StationaryFluid, a_TickDelay), + m_Falloff(a_Falloff), + m_NumNeighborsForSource(a_NumNeighborsForSource) +{ +} + + + + + +void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) +{ + FLOG("Simulating block {%d, %d, %d}: block %d, meta %d", + a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ, + a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ), + a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ) + ); + + NIBBLETYPE MyMeta = a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ); + if (!IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ))) + { + // Can happen - if a block is scheduled for simulating and gets replaced in the meantime. + FLOG(" BadBlockType exit"); + return; + } + + if (MyMeta != 0) + { + // Source blocks aren't checked for tributaries, others are. + if (CheckTributaries(a_Chunk, a_RelX, a_RelY, a_RelZ, MyMeta)) + { + // Has no tributary, has been decreased (in CheckTributaries()), + // no more processing needed (neighbors have been scheduled by the decrease) + FLOG(" CheckTributaries exit"); + 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); + bool SpreadFurther = true; + if (a_RelY > 0) + { + BLOCKTYPE Below = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ); + if (IsPassableForFluid(Below) || IsBlockLava(Below) || IsBlockWater(Below)) + { + // Spread only down, possibly washing away what's there or turning lava to stone / cobble / obsidian: + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY - 1, a_RelZ, 8); + SpreadFurther = false; + } + // If source creation is on, check for it here: + else if ( + (m_NumNeighborsForSource > 0) && // Source creation is on + (MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out) + !IsPassableForFluid(Below) && // Only exactly 1 block deep + CheckNeighborsForSource(a_Chunk, a_RelX, a_RelY, a_RelZ) // Did we create a source? + ) + { + // We created a source, no more spreading is to be done now + // Also has been re-scheduled for ticking in the next wave, so no marking is needed + return; + } + } + + if (SpreadFurther && (NewMeta < 8)) + { + // Spread to the neighbors: + SpreadToNeighbor(a_Chunk, a_RelX - 1, a_RelY, a_RelZ, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX + 1, a_RelY, a_RelZ, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ - 1, NewMeta); + SpreadToNeighbor(a_Chunk, a_RelX, a_RelY, a_RelZ + 1, NewMeta); + } + + // Mark as processed: + a_Chunk->FastSetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, MyMeta); +} + + + + + +bool cFloodyFluidSimulator::CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta) +{ + // If we have a section above, check if there's fluid above this block that would feed it: + if (a_RelY < cChunkDef::Height - 1) + { + if (IsAnyFluidBlock(a_Chunk->GetBlock(a_RelX, a_RelY + 1, a_RelZ))) + { + // This block is fed from above, no more processing needed + FLOG(" Fed from above"); + return false; + } + } + + // Not fed from above, check if there's a feed from the side (but not if it's a downward-flowing block): + if (a_MyMeta != 8) + { + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + static const Vector3i Coords[] = + { + Vector3i( 1, 0, 0), + Vector3i(-1, 0, 0), + Vector3i( 0, 0, 1), + Vector3i( 0, 0, -1), + } ; + for (int i = 0; i < ARRAYCOUNT(Coords); i++) + { + if (!a_Chunk->UnboundedRelGetBlock(a_RelX + Coords[i].x, a_RelY, a_RelZ + Coords[i].z, BlockType, BlockMeta)) + { + continue; + } + if (IsAllowedBlock(BlockType) && IsHigherMeta(BlockMeta, a_MyMeta)) + { + // This block is fed, no more processing needed + FLOG(" Fed from {%d, %d, %d}, type %d, meta %d", + a_Chunk->GetPosX() * cChunkDef::Width + a_RelX + Coords[i].x, + a_RelY, + a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ + Coords[i].z, + BlockType, BlockMeta + ); + return false; + } + } // for i - Coords[] + } // if not fed from above + + // Block is not fed, decrease by m_Falloff levels: + if (a_MyMeta >= 8) + { + FLOG(" Not fed and downwards, turning into non-downwards meta %d", m_Falloff); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, m_Falloff); + } + else + { + a_MyMeta += m_Falloff; + if (a_MyMeta < 8) + { + FLOG(" Not fed, decreasing from %d to %d", a_MyMeta - m_Falloff, a_MyMeta); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_StationaryFluidBlock, a_MyMeta); + } + else + { + FLOG(" Not fed, meta %d, erasing altogether", a_MyMeta); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); + } + } + return true; +} + + + + + +void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta) +{ + ASSERT(a_NewMeta <= 8); // Invalid meta values + ASSERT(a_NewMeta > 0); // Source blocks aren't spread + + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta)) + { + // Chunk not available + return; + } + + if (IsAllowedBlock(BlockType)) + { + if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta)) + { + // Don't spread there, there's already a higher or same level there + return; + } + } + + // Check water - lava interaction: + if (m_FluidBlock == E_BLOCK_LAVA) + { + if (IsBlockWater(BlockType)) + { + // Lava flowing into water, change to stone / cobblestone based on direction: + BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE; + FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone", + a_RelX, a_RelY, a_RelZ, + ItemTypeToString(NewBlock).c_str() + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + + // TODO: Sound effect + + return; + } + } + else if (m_FluidBlock == E_BLOCK_WATER) + { + if (IsBlockLava(BlockType)) + { + // Water flowing into lava, change to cobblestone / obsidian based on dest block: + BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE; + FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s", + a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str() + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0); + + // TODO: Sound effect + + return; + } + } + else + { + ASSERT(!"Unknown fluid!"); + } + + if (!IsPassableForFluid(BlockType)) + { + // Can't spread there + return; + } + + // Wash away the block there, if possible: + if (CanWashAway(BlockType)) + { + cBlockHandler * Handler = BlockHandler(BlockType); + if (Handler->DoesDropOnUnsuitable()) + { + Handler->DropBlock( + &m_World, NULL, + a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, + a_RelY, + a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ + ); + } + } // if (CanWashAway) + + // Spread: + FLOG(" Spreading to {%d, %d, %d} with meta %d", + a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX, + a_RelY, + a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ, + a_NewMeta + ); + a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta); +} + + + + + +bool cFloodyFluidSimulator::CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) +{ + FLOG(" Checking neighbors for source creation"); + + static const Vector3i NeighborCoords[] = + { + Vector3i(-1, 0, 0), + Vector3i( 1, 0, 0), + Vector3i( 0, 0, -1), + Vector3i( 0, 0, 1), + } ; + + int NumNeeded = m_NumNeighborsForSource; + for (int i = 0; i < ARRAYCOUNT(NeighborCoords); i++) + { + int x = a_RelX + NeighborCoords[i].x; + int y = a_RelY + NeighborCoords[i].y; + int z = a_RelZ + NeighborCoords[i].z; + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + if (!a_Chunk->UnboundedRelGetBlock(x, y, z, BlockType, BlockMeta)) + { + // Neighbor not available, skip it + continue; + } + // FLOG(" Neighbor at {%d, %d, %d}: %s", x, y, z, ItemToFullString(cItem(BlockType, 1, BlockMeta)).c_str()); + if ((BlockMeta == 0) && IsAnyFluidBlock(BlockType)) + { + NumNeeded--; + // FLOG(" Found a neighbor source at {%d, %d, %d}, NumNeeded := %d", x, y, z, NumNeeded); + if (NumNeeded == 0) + { + // Found enough, turn into a source and bail out + // FLOG(" Found enough neighbor sources, turning into a source"); + a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, 0); + return true; + } + } + } + // FLOG(" Not enough neighbors for turning into a source, NumNeeded = %d", NumNeeded); + return false; +} + + + + diff --git a/source/Simulator/FloodyFluidSimulator.h b/source/Simulator/FloodyFluidSimulator.h index e6ce38d61..c4af2e246 100644 --- a/source/Simulator/FloodyFluidSimulator.h +++ b/source/Simulator/FloodyFluidSimulator.h @@ -1,53 +1,53 @@ - -// 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, int a_NumNeighborsForSource); - -protected: - NIBBLETYPE m_Falloff; - int m_NumNeighborsForSource; - - // cDelayedFluidSimulator overrides: - virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; - - /// Checks tributaries, if not fed, decreases the block's level and returns true - bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); - - /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking. - void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); - - /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so - bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); -} ; - - - - + +// 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, int a_NumNeighborsForSource); + +protected: + NIBBLETYPE m_Falloff; + int m_NumNeighborsForSource; + + // cDelayedFluidSimulator overrides: + virtual void SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) override; + + /// Checks tributaries, if not fed, decreases the block's level and returns true + bool CheckTributaries(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_MyMeta); + + /// Spreads into the specified block, if the blocktype there allows. a_Area is for checking. + void SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta); + + /// Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so + bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); +} ; + + + + diff --git a/source/Simulator/NoopFluidSimulator.h b/source/Simulator/NoopFluidSimulator.h index 9120fe868..8f894433f 100644 --- a/source/Simulator/NoopFluidSimulator.h +++ b/source/Simulator/NoopFluidSimulator.h @@ -1,36 +1,36 @@ - -// NoopFluidSimulator.h - -// Declares the cNoopFluidSimulator class representing a fluid simulator that performs nothing, it ignores all blocks - - - - - -#pragma once - -#include "FluidSimulator.h" - - - - - -class cNoopFluidSimulator : - public cFluidSimulator -{ - typedef cFluidSimulator super; - -public: - cNoopFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : - super(a_World, a_Fluid, a_StationaryFluid) - { - } - - // cSimulator overrides: - virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {} - virtual void Simulate(float a_Dt) override {} -} ; - - - - + +// NoopFluidSimulator.h + +// Declares the cNoopFluidSimulator class representing a fluid simulator that performs nothing, it ignores all blocks + + + + + +#pragma once + +#include "FluidSimulator.h" + + + + + +class cNoopFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cNoopFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : + super(a_World, a_Fluid, a_StationaryFluid) + { + } + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override {} + virtual void Simulate(float a_Dt) override {} +} ; + + + + diff --git a/source/Simulator/VaporizeFluidSimulator.cpp b/source/Simulator/VaporizeFluidSimulator.cpp index 792783915..4206c64d1 100644 --- a/source/Simulator/VaporizeFluidSimulator.cpp +++ b/source/Simulator/VaporizeFluidSimulator.cpp @@ -1,53 +1,53 @@ - -// VaporizeFluidSimulator.cpp - -// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air - -#include "Globals.h" -#include "VaporizeFluidSimulator.h" -#include "../Chunk.h" - - - - - -cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : - super(a_World, a_Fluid, a_StationaryFluid) -{ -} - - - - - -void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) -{ - if (a_Chunk == NULL) - { - return; - } - int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; - int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; - BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); - if ( - (BlockType == m_FluidBlock) || - (BlockType == m_StationaryFluidBlock) - ) - { - a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0); - a_Chunk->BroadcastSoundEffect("random.fizz", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f); - } -} - - - - - -void cVaporizeFluidSimulator::Simulate(float a_Dt) -{ - // Nothing needed -} - - - - + +// VaporizeFluidSimulator.cpp + +// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air + +#include "Globals.h" +#include "VaporizeFluidSimulator.h" +#include "../Chunk.h" + + + + + +cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : + super(a_World, a_Fluid, a_StationaryFluid) +{ +} + + + + + +void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) +{ + if (a_Chunk == NULL) + { + return; + } + int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width; + int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width; + BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ); + if ( + (BlockType == m_FluidBlock) || + (BlockType == m_StationaryFluidBlock) + ) + { + a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0); + a_Chunk->BroadcastSoundEffect("random.fizz", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f); + } +} + + + + + +void cVaporizeFluidSimulator::Simulate(float a_Dt) +{ + // Nothing needed +} + + + + diff --git a/source/Simulator/VaporizeFluidSimulator.h b/source/Simulator/VaporizeFluidSimulator.h index c179c8ec4..c8eb7802b 100644 --- a/source/Simulator/VaporizeFluidSimulator.h +++ b/source/Simulator/VaporizeFluidSimulator.h @@ -1,34 +1,34 @@ - -// VaporizeFluidSimulator.h - -// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air -// Useful for water simulation in the Nether - - - - - -#pragma once - -#include "FluidSimulator.h" - - - - - -class cVaporizeFluidSimulator : - public cFluidSimulator -{ - typedef cFluidSimulator super; - -public: - cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); - - // cSimulator overrides: - virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; - virtual void Simulate(float a_Dt) override; -} ; - - - - + +// VaporizeFluidSimulator.h + +// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air +// Useful for water simulation in the Nether + + + + + +#pragma once + +#include "FluidSimulator.h" + + + + + +class cVaporizeFluidSimulator : + public cFluidSimulator +{ + typedef cFluidSimulator super; + +public: + cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); + + // cSimulator overrides: + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + virtual void Simulate(float a_Dt) override; +} ; + + + + -- cgit v1.2.3