Added the first part of the PreSimulator finisher, drops floating sand and gravel to ground.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@998 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -385,3 +385,82 @@ void cFinishGenBottomLava::GenFinish(
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFinishGenPreSimulator:
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cFinishGenPreSimulator::cFinishGenPreSimulator(void)
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{
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// Nothing needed yet
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}
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void cFinishGenPreSimulator::GenFinish(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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CollapseSandGravel(a_BlockTypes, a_HeightMap);
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// TODO: other operations
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}
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void cFinishGenPreSimulator::CollapseSandGravel(
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
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)
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{
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// Collapse gravel and sand:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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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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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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switch (Block)
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{
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default:
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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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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_SAND:
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case E_BLOCK_GRAVEL:
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{
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if (LastY < y - 1)
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{
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cChunkDef::SetBlock(a_BlockTypes, x, LastY + 1, z, Block);
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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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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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} // for x
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} // for z
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}
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