From 30ac3f583849f68ea7a29df5be6c53b3ef1fe26d Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Mon, 9 Sep 2013 19:28:50 +0100 Subject: Added a few changes [SEE DESC] * Revised pickup comments * SlotArea pickup tossing now reflects Player.cpp * Removed unneeded ItemShears comment (was working already) * Sand and gravel pickups spawn with correct speed --- source/Simulator/SandSimulator.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/Simulator/SandSimulator.cpp') diff --git a/source/Simulator/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp index f4f0cdc80..87fb83357 100644 --- a/source/Simulator/SandSimulator.cpp +++ b/source/Simulator/SandSimulator.cpp @@ -258,7 +258,7 @@ void cSandSimulator::FinishFalling( // Create a pickup instead: cItems Pickups; Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta); - a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5, 0); + a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5); } -- cgit v1.2.3 From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- source/Simulator/SandSimulator.cpp | 309 ------------------------------------- 1 file changed, 309 deletions(-) delete mode 100644 source/Simulator/SandSimulator.cpp (limited to 'source/Simulator/SandSimulator.cpp') diff --git a/source/Simulator/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp deleted file mode 100644 index 87fb83357..000000000 --- a/source/Simulator/SandSimulator.cpp +++ /dev/null @@ -1,309 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "SandSimulator.h" -#include "../World.h" -#include "../BlockID.h" -#include "../Defines.h" -#include "../Entities/FallingBlock.h" -#include "../Chunk.h" - - - - - -cSandSimulator::cSandSimulator(cWorld & a_World, cIniFile & a_IniFile) : - cSimulator(a_World), - m_TotalBlocks(0) -{ - m_IsInstantFall = a_IniFile.GetValueSetB("Physics", "SandInstantFall", false); -} - - - - - -void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) -{ - cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData(); - if (ChunkData.empty()) - { - return; - } - - int BaseX = a_Chunk->GetPosX() * cChunkDef::Width; - int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width; - for (cSandSimulatorChunkData::const_iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr) - { - BLOCKTYPE BlockType = a_Chunk->GetBlock(itr->x, itr->y, itr->z); - if (!IsAllowedBlock(BlockType) || (itr->y <= 0)) - { - continue; - } - - BLOCKTYPE BlockBelow = (itr->y > 0) ? a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z) : E_BLOCK_AIR; - if (CanStartFallingThrough(BlockBelow)) - { - if (m_IsInstantFall) - { - DoInstantFall(a_Chunk, itr->x, itr->y, itr->z); - continue; - } - Vector3i Pos; - Pos.x = itr->x + BaseX; - Pos.y = itr->y; - Pos.z = itr->z + BaseZ; - /* - LOGD( - "Creating a falling block at {%d, %d, %d} of type %s, block below: %s", - Pos.x, Pos.y, Pos.z, ItemTypeToString(BlockType).c_str(), ItemTypeToString(BlockBelow).c_str() - ); - */ - cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z)); - FallingBlock->Initialize(&m_World); - a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0); - } - } - m_TotalBlocks -= ChunkData.size(); - ChunkData.clear(); -} - - - - - -bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType) -{ - switch (a_BlockType) - { - case E_BLOCK_SAND: - case E_BLOCK_GRAVEL: - case E_BLOCK_ANVIL: - case E_BLOCK_DRAGON_EGG: - { - return true; - } - } - return false; -} - - - - - -void cSandSimulator::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; - if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ))) - { - return; - } - - // Check for duplicates: - cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData(); - for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr) - { - if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ)) - { - return; - } - } - - m_TotalBlocks += 1; - ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ)); -} - - - - - -bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType) -{ - // Please keep the list alpha-sorted - switch (a_BlockType) - { - case E_BLOCK_AIR: - case E_BLOCK_FIRE: - case E_BLOCK_LAVA: - case E_BLOCK_SNOW: - case E_BLOCK_STATIONARY_LAVA: - case E_BLOCK_STATIONARY_WATER: - case E_BLOCK_WATER: - { - return true; - } - } - return false; -} - - - - - -bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType) -{ - // Please keep the list alpha-sorted - switch (a_BlockType) - { - case E_BLOCK_AIR: - case E_BLOCK_BROWN_MUSHROOM: - case E_BLOCK_COBWEB: - case E_BLOCK_CROPS: - case E_BLOCK_DEAD_BUSH: - case E_BLOCK_DETECTOR_RAIL: - case E_BLOCK_FIRE: - case E_BLOCK_FLOWER_POT: - case E_BLOCK_LAVA: - case E_BLOCK_LEVER: - case E_BLOCK_MINECART_TRACKS: - case E_BLOCK_MELON_STEM: - case E_BLOCK_POWERED_RAIL: - case E_BLOCK_PUMPKIN_STEM: - case E_BLOCK_REDSTONE_REPEATER_OFF: - case E_BLOCK_REDSTONE_REPEATER_ON: - case E_BLOCK_REDSTONE_TORCH_OFF: - case E_BLOCK_REDSTONE_TORCH_ON: - case E_BLOCK_REDSTONE_WIRE: - case E_BLOCK_RED_MUSHROOM: - case E_BLOCK_RED_ROSE: - case E_BLOCK_SIGN_POST: - case E_BLOCK_SNOW: - case E_BLOCK_STATIONARY_LAVA: - case E_BLOCK_STATIONARY_WATER: - case E_BLOCK_STONE_BUTTON: - case E_BLOCK_STONE_PRESSURE_PLATE: - case E_BLOCK_TALL_GRASS: - case E_BLOCK_TORCH: - case E_BLOCK_TRAPDOOR: - case E_BLOCK_TRIPWIRE: - case E_BLOCK_TRIPWIRE_HOOK: - case E_BLOCK_WALLSIGN: - case E_BLOCK_WATER: - case E_BLOCK_WOODEN_BUTTON: - case E_BLOCK_WOODEN_PRESSURE_PLATE: - case E_BLOCK_YELLOW_FLOWER: - { - return true; - } - } - return false; -} - - - - - -bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType) -{ - // Please keep the list alpha-sorted - switch (a_BlockType) - { - case E_BLOCK_AIR: - case E_BLOCK_DEAD_BUSH: - case E_BLOCK_FIRE: - case E_BLOCK_LAVA: - case E_BLOCK_SNOW: - case E_BLOCK_STATIONARY_LAVA: - case E_BLOCK_STATIONARY_WATER: - case E_BLOCK_TALL_GRASS: - case E_BLOCK_WATER: - { - return true; - } - } - return false; -} - - - - - -bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) -{ - switch (a_BlockType) - { - case E_BLOCK_STONE_SLAB: - case E_BLOCK_WOODEN_SLAB: - { - return ((a_BlockMeta & 0x08) == 0); // Only a bottom-slab breaks the block - } - } - return false; -} - - - - - -void cSandSimulator::FinishFalling( - cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, - BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta -) -{ - ASSERT(a_BlockY < cChunkDef::Height); - - BLOCKTYPE CurrentBlockType = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); - if ((a_FallingBlockType == E_BLOCK_ANVIL) || IsReplacedOnRematerialization(CurrentBlockType)) - { - // Rematerialize the material here: - a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta); - return; - } - - // Create a pickup instead: - cItems Pickups; - Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta); - a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5); -} - - - - - -void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ) -{ - // Remove the original block: - BLOCKTYPE FallingBlockType; - NIBBLETYPE FallingBlockMeta; - a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, FallingBlockType, FallingBlockMeta); - a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0); - - // Search for a place to put it: - for (int y = a_RelY - 1; y >= 0; y--) - { - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - a_Chunk->GetBlockTypeMeta(a_RelX, y, a_RelZ, BlockType, BlockMeta); - int BlockY; - if (DoesBreakFallingThrough(BlockType, BlockMeta)) - { - BlockY = y; - } - else if (!CanContinueFallThrough(BlockType)) - { - BlockY = y + 1; - } - else - { - // Can fall further down - continue; - } - - // Finish the fall at the found bottom: - int BlockX = a_RelX + a_Chunk->GetPosX() * cChunkDef::Width; - int BlockZ = a_RelZ + a_Chunk->GetPosZ() * cChunkDef::Width; - FinishFalling(&m_World, BlockX, BlockY, BlockZ, FallingBlockType, FallingBlockMeta); - return; - } - - // The block just "fell off the world" without leaving a trace -} - - - - -- cgit v1.2.3