FinishGen: Fixed sand collapsing and fluid stationarizing
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1246 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
185ebc4168
commit
a2925ee6c8
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@ -429,6 +429,7 @@ void cFinishGenPreSimulator::CollapseSandGravel(
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int LastY = -1;
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int HeightY = 0;
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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BLOCKTYPE Block = cChunkDef::GetBlock(a_BlockTypes, x, y, z);
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@ -438,16 +439,22 @@ void cFinishGenPreSimulator::CollapseSandGravel(
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{
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// Set the last block onto which stuff can fall to this height:
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LastY = y;
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HeightY = y;
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break;
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}
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case E_BLOCK_AIR:
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{
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// Do nothing
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break;
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}
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case E_BLOCK_FIRE:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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// Do nothing
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// Do nothing, only remember this height as potentially highest
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HeightY = y;
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break;
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}
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case E_BLOCK_SAND:
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@ -459,11 +466,15 @@ void cFinishGenPreSimulator::CollapseSandGravel(
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cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
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}
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LastY++;
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if (LastY > HeightY)
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{
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HeightY = LastY;
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}
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break;
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}
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} // switch (GetBlock)
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} // for y
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cChunkDef::SetHeight(a_HeightMap, x, z, LastY);
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cChunkDef::SetHeight(a_HeightMap, x, z, HeightY);
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} // for x
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} // for z
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}
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@ -525,7 +536,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
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// Turn fluid at the chunk edges into non-stationary fluid:
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int i = 1; i < cChunkDef::Width; i++) // i stands for both x and z here
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for (int i = 0; i < cChunkDef::Width; i++) // i stands for both x and z here
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{
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if (cChunkDef::GetBlock(a_BlockTypes, 0, y, i) == a_StationaryFluid)
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{
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