1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FireSimulator.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../Chunk.h"
// Easy switch for turning on debugging logging:
#if 0
#define FLOG LOGD
#else
#define FLOG(...)
#endif
#define MAX_CHANCE_REPLACE_FUEL 100000
#define MAX_CHANCE_FLAMMABILITY 100000
static const struct
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
static const struct
{
int x, y, z;
} gNeighborCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 1, 0},
{ 0, -1, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFireSimulator:
cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) :
cSimulator(a_World)
{
// Read params from the ini file:
m_BurnStepTimeFuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeFuel", 500);
m_BurnStepTimeNonfuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100);
m_Flammability = a_IniFile.GetValueSetI("FireSimulator", "Flammability", 50);
m_ReplaceFuelChance = a_IniFile.GetValueSetI("FireSimulator", "ReplaceFuelChance", 50000);
}
cFireSimulator::~cFireSimulator()
{
}
void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
cCoordWithIntList & Data = a_Chunk->GetFireSimulatorData();
int NumMSecs = (int)a_Dt;
for (cCoordWithIntList::iterator itr = Data.begin(); itr != Data.end();)
{
int idx = cChunkDef::MakeIndexNoCheck(itr->x, itr->y, itr->z);
BLOCKTYPE BlockType = a_Chunk->GetBlock(idx);
if (!IsAllowedBlock(BlockType))
{
// The block is no longer eligible (not a fire block anymore; a player probably placed a block over the fire)
FLOG("FS: Removing block {%d, %d, %d}",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
itr = Data.erase(itr);
continue;
}
// Try to spread the fire:
TrySpreadFire(a_Chunk, itr->x, itr->y, itr->z);
itr->Data -= NumMSecs;
if (itr->Data >= 0)
{
// Not yet, wait for it longer
++itr;
continue;
}
// Burn out the fire one step by increasing the meta:
/*
FLOG("FS: Fire at {%d, %d, %d} is stepping",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
NIBBLETYPE BlockMeta = a_Chunk->GetMeta(idx);
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
FLOG("FS: Fire at {%d, %d, %d} burnt out, removing the fire block",
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
RemoveFuelNeighbors(a_Chunk, itr->x, itr->y, itr->z);
itr = Data.erase(itr);
continue;
}
a_Chunk->SetMeta(idx, BlockMeta + 1);
itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
} // for itr - Data[]
}
bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_FIRE);
}
bool cFireSimulator::IsFuel(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_PLANKS:
case E_BLOCK_LEAVES:
case E_BLOCK_LOG:
case E_BLOCK_WOOL:
case E_BLOCK_BOOKCASE:
case E_BLOCK_FENCE:
case E_BLOCK_TNT:
case E_BLOCK_VINES:
{
return true;
}
}
return false;
}
bool cFireSimulator::IsForever(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_NETHERRACK);
}
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
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 (!IsAllowedBlock(BlockType))
{
return;
}
// Check for duplicates:
cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData();
for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
{
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
// Already present, skip adding
return;
}
} // for itr - ChunkData[]
FLOG("FS: Adding block {%d, %d, %d}", a_BlockX, a_BlockY, a_BlockZ);
ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ, 100));
}
int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
bool IsBlockBelowSolid = false;
if (a_RelY > 0)
{
BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
if (IsForever(BlockBelow))
{
// Is burning atop of netherrack, burn forever (re-check in 10 sec)
return 10000;
}
if (IsFuel(BlockBelow))
{
return m_BurnStepTimeFuel;
}
IsBlockBelowSolid = g_BlockIsSolid[BlockBelow];
}
for (int i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (a_Chunk->UnboundedRelGetBlock(a_RelX + gCrossCoords[i].x, a_RelY, a_RelZ + gCrossCoords[i].z, BlockType, BlockMeta))
{
if (IsFuel(BlockType))
{
return m_BurnStepTimeFuel;
}
}
} // for i - gCrossCoords[]
if (!IsBlockBelowSolid && (a_RelY >= 0))
{
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
// SetBlock just to make sure fire doesn't spawn
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
return 0;
}
return m_BurnStepTimeNonfuel;
}
void cFireSimulator::TrySpreadFire(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
/*
if (m_World.GetTickRandomNumber(10000) > 100)
{
// Make the chance to spread 100x smaller
return;
}
*/
for (int x = a_RelX - 1; x <= a_RelX + 1; x++)
{
for (int z = a_RelZ - 1; z <= a_RelZ + 1; z++)
{
for (int y = a_RelY - 1; y <= a_RelY + 2; y++) // flames spread up one more block than around
{
// No need to check the coords for equality with the parent block,
// it cannot catch fire anyway (because it's not an air block)
if (m_World.GetTickRandomNumber(MAX_CHANCE_FLAMMABILITY) > m_Flammability)
{
continue;
}
// Start the fire in the neighbor {x, y, z}
/*
FLOG("FS: Trying to start fire at {%d, %d, %d}.",
x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
);
*/
if (CanStartFireInBlock(a_Chunk, x, y, z))
{
FLOG("FS: Starting new fire at {%d, %d, %d}.",
x + a_Chunk->GetPosX() * cChunkDef::Width, y, z + a_Chunk->GetPosZ() * cChunkDef::Width
);
a_Chunk->UnboundedRelSetBlock(x, y, z, E_BLOCK_FIRE, 0);
}
} // for y
} // for z
} // for x
}
void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
for (int i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_Chunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
{
// Neighbor not accessible, ignore it
continue;
}
if (!IsFuel(BlockType))
{
continue;
}
bool ShouldReplaceFuel = (m_World.GetTickRandomNumber(MAX_CHANCE_REPLACE_FUEL) < m_ReplaceFuelChance);
a_Chunk->UnboundedRelSetBlock(
a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z,
ShouldReplaceFuel ? E_BLOCK_FIRE : E_BLOCK_AIR, 0
);
} // for i - Coords[]
}
bool cFireSimulator::CanStartFireInBlock(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta))
{
// The chunk is not accessible
return false;
}
if (BlockType != E_BLOCK_AIR)
{
// Only an air block can be replaced by a fire block
return false;
}
for (int i = 0; i < ARRAYCOUNT(gNeighborCoords); i++)
{
if (!a_NearChunk->UnboundedRelGetBlock(a_RelX + gNeighborCoords[i].x, a_RelY + gNeighborCoords[i].y, a_RelZ + gNeighborCoords[i].z, BlockType, BlockMeta))
{
// Neighbor inaccessible, skip it while evaluating
continue;
}
if (IsFuel(BlockType))
{
return true;
}
} // for i - Coords[]
return false;
}
|