mcserver/source/cWaterSimulator.cpp

306 lines
8.1 KiB
C++

#include "cWaterSimulator.h"
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
#include <vector>
class cWaterSimulator::WaterData
{
public:
WaterData( cWorld* a_World )
: m_ActiveWater( new std::vector< Vector3i >() )
, m_Buffer( new std::vector< Vector3i >() )
, m_World( a_World )
{}
std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
{
std::vector< Vector3i > Points;
if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
{
Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
return Points;
}
Vector3i LowerPoints [] = {
Vector3i( a_X-1, a_Y-1, a_Z ),
Vector3i( a_X+1, a_Y-1, a_Z ),
Vector3i( a_X, a_Y-1, a_Z-1 ),
Vector3i( a_X, a_Y-1, a_Z+1 ),
};
bool bWaterFound = false;
for( int i = 0; i < 4; ++i )
{
char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
{
Points.push_back( LowerPoints[i] );
LowerPoints[i].y = a_Y;
Points.push_back( LowerPoints[i] );
}
else if( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
{
bWaterFound = true;
}
}
if( Points.size() == 0 && !bWaterFound )
{
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( Block == E_BLOCK_AIR || Block == E_BLOCK_WATER || Block == E_BLOCK_STATIONARY_WATER )
Points.push_back( LevelPoints[i] );
}
}
return Points;
}
std::vector< Vector3i >* m_ActiveWater;
std::vector< Vector3i >* m_Buffer;
cWorld* m_World;
};
cWaterSimulator::cWaterSimulator( cWorld* a_World )
: m_World( a_World )
, m_Data( new WaterData( a_World ) )
{
}
cWaterSimulator::~cWaterSimulator()
{
}
void cWaterSimulator::WakeUp( int a_X, int a_Y, int a_Z )
{
AddBlock( a_X, a_Y, a_Z );
AddBlock( a_X-1, a_Y, a_Z );
AddBlock( a_X+1, a_Y, a_Z );
AddBlock( a_X, a_Y-1, a_Z );
AddBlock( a_X, a_Y+1, a_Z );
AddBlock( a_X, a_Y, a_Z-1 );
AddBlock( a_X, a_Y, a_Z+1 );
}
void cWaterSimulator::AddBlock( int a_X, int a_Y, int a_Z )
{
// Check for duplicates
std::vector< Vector3i > & ActiveWater = *m_Data->m_ActiveWater;
for( std::vector< Vector3i >::iterator itr = ActiveWater.begin(); itr != ActiveWater.end(); ++itr )
{
Vector3i & pos = *itr;
if( pos.x == a_X && pos.y == a_Y && pos.z == a_Z )
return;
}
ActiveWater.push_back( Vector3i( a_X, a_Y, a_Z ) );
}
char cWaterSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
{
char Max = 8;
#define __HIGHLEVEL_CHECK__( x, y, z ) \
if( IsWaterBlock( m_World->GetBlock( x, y, z ) ) ) \
{ \
char Meta; \
if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
else if( Meta == 8 ) 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 cWaterSimulator::Simulate( float a_Dt )
{
m_Timer += a_Dt;
if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
return;
std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
m_Data->m_ActiveWater->clear();
std::vector< Vector3i > & WaterBlocks = *m_Data->m_Buffer;
for( std::vector< Vector3i >::iterator itr = WaterBlocks.begin(); itr != WaterBlocks.end(); ++itr )
{
Vector3i & pos = *itr;
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
if( IsWaterBlock( BlockID ) ) // only care about water
{
bool bIsFed = false;
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
char Feed = Meta;
if( Meta == 8 ) // Falling water
{
if( IsWaterBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is water
{
bIsFed = true;
Meta = 0; // Make it a full block
}
}
else if( Meta == 0 ) // 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 );
if( DownID == E_BLOCK_AIR || IsWaterBlock( DownID ) ) // free for water
{
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_WATER, 8 ); // falling
AddBlock( pos.x, pos.y-1, pos.z );
}
else // Not falling water
{
if( Feed+1 < Meta )
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_WATER, Feed+1 );
AddBlock( pos.x, pos.y, pos.z );
}
else if( Meta < 7 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
{
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 );
if( !IsWaterBlock( BlockID ) )
{
if( p.y == pos.y )
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, Meta+1);
else
m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_WATER, 8);
AddBlock( p.x, p.y, p.z );
}
else // it's water
{
char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
if( PointMeta > Meta+1 )
{
AddBlock( p.x, p.y, p.z );
}
}
}
}
}
}
else // not fed
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
WakeUp( pos.x, pos.y, pos.z );
}
}
}
}
bool cWaterSimulator::IsWaterBlock( char a_BlockID )
{
return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
}
//TODO Not working very well yet :s
Direction cWaterSimulator::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(!IsBlockWater(BlockID)) //No Water -> 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 water below it -> dominating flow is down :D
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(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, Y, Z; //Lowest Pos will be stored here
if(IsBlockWater(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;
//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(IsBlockWater(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;
}