Simulators are woken up after an explosion.
Fixes FS #391 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1615 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -737,6 +737,44 @@ void cChunkMap::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
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/// Wakes up the simulators for the specified area of blocks
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void cChunkMap::WakeUpSimulatorsInArea(int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ)
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{
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cSimulatorManager * SimMgr = m_World->GetSimulatorManager();
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int MinChunkX, MinChunkZ, MaxChunkX, MaxChunkZ;
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cChunkDef::BlockToChunk(a_MinBlockX, ZERO_CHUNK_Y, a_MinBlockZ, MinChunkX, MinChunkZ);
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cChunkDef::BlockToChunk(a_MaxBlockX, ZERO_CHUNK_Y, a_MaxBlockZ, MaxChunkX, MaxChunkZ);
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for (int z = MinChunkZ; z <= MaxChunkZ; z++)
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{
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int MinZ = std::max(a_MinBlockZ, z * cChunkDef::Width);
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int MaxZ = std::min(a_MaxBlockZ, z * cChunkDef::Width + cChunkDef::Width - 1);
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for (int x = MinChunkX; x <= MaxChunkX; x++)
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{
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cChunkPtr Chunk = GetChunkNoGen(x, 0, z);
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if ((Chunk == NULL) || !Chunk->IsValid())
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{
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continue;
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}
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int MinX = std::max(a_MinBlockX, x * cChunkDef::Width);
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int MaxX = std::min(a_MaxBlockX, x * cChunkDef::Width + cChunkDef::Width - 1);
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for (int BlockY = a_MinBlockY; BlockY <= a_MaxBlockY; BlockY++)
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{
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for (int BlockZ = MinZ; BlockZ <= MaxZ; BlockZ++)
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{
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for (int BlockX = MinX; BlockX <= MaxX; BlockX++)
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{
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SimMgr->WakeUp(BlockX, BlockY, BlockZ, Chunk);
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} // for BlockX
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} // for BlockZ
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} // for BlockY
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} // for x - chunks
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} // for z = chunks
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}
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void cChunkMap::MarkChunkDirty (int a_ChunkX, int a_ChunkZ)
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{
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cCSLock Lock(m_CSLayers);
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@@ -1515,7 +1553,9 @@ void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY
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int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
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int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
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a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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area.Read(m_World, a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockY + ExplosionSizeInt, a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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int MinY = std::max(a_BlockY - ExplosionSizeInt, 0);
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int MaxY = std::min(a_BlockY + ExplosionSizeInt, cChunkDef::Height - 1);
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area.Read(m_World, a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt, MinY, MaxY, a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
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{
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for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
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@@ -1546,13 +1586,26 @@ void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_BEDROCK:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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{
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// These blocks are not affected by explosions
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break;
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}
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case E_BLOCK_STATIONARY_WATER:
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{
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// Turn into simulated water:
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_WATER);
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break;
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}
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case E_BLOCK_STATIONARY_LAVA:
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{
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// Turn into simulated lava:
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_LAVA);
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break;
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}
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default:
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{
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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@@ -1563,6 +1616,13 @@ void cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY
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} // for y
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} // for x
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area.Write(m_World, a_BlockX - ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockZ - ExplosionSizeInt);
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// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
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WakeUpSimulatorsInArea(
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a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt,
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MinY, MaxY,
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a_BlockZ - ExplosionSizeInt, a_BlockZ + ExplosionSizeInt
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);
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}
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