- Pickups should now burn in fire
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -9,9 +9,9 @@ class cFluidSimulator::FluidData
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{
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public:
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FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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: m_ActiveFluid( new std::vector< Vector3i >() )
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: m_ActiveFluid( new std::list < Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::vector< Vector3i >() )
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, m_Buffer( new std::list< Vector3i >() )
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, m_World( a_World )
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{}
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@@ -71,8 +71,8 @@ public:
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return Points;
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}
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std::vector< Vector3i >* m_ActiveFluid;
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std::vector< Vector3i >* m_Buffer;
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std::list< Vector3i >* m_ActiveFluid;
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std::list< Vector3i >* m_Buffer;
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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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};
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@@ -95,8 +95,8 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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return;
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// Check for duplicates
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std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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{
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Vector3i & Pos = *itr;
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if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
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@@ -137,8 +137,8 @@ void cFluidSimulator::Simulate( float a_Dt )
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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Vector3i & pos = *itr;
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@@ -251,6 +251,8 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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std::vector< Vector3i * > Points;
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Points.reserve(4); //Already allocate 4 places :D
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//add blocks around the checking pos
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Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
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