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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
This commit is contained in:
madmaxoft@gmail.com
2013-06-21 20:47:58 +00:00
parent c867bdac24
commit d95756c5cc
6 changed files with 167 additions and 8 deletions

View File

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