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Better split of the fluid simulator functionality; removed the old LavaSimulator and WaterSimulator files.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@958 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-10-13 16:24:50 +00:00
parent ad883a233b
commit b4ca06b9d9
8 changed files with 145 additions and 211 deletions

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@ -470,143 +470,6 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
bool cClassicFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
return a_BlockType == E_BLOCK_AIR
|| a_BlockType == E_BLOCK_FIRE
|| IsAllowedBlock(a_BlockType)
|| CanWashAway(a_BlockType);
}
bool cClassicFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
{
return true;
}
default:
{
return false;
}
}
}
bool cClassicFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
{
return !(a_BlockType == E_BLOCK_AIR
|| a_BlockType == E_BLOCK_FIRE
|| IsBlockLava(a_BlockType)
|| IsBlockWater(a_BlockType)
|| CanWashAway(a_BlockType));
}
// TODO Not working very well yet :s
Direction cClassicFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
return NONE;
/*
Disabled because of causing problems and beeing useless atm
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
return Y_MINUS;
*/
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
if(IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
{
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
}
std::vector< Vector3i * > Points;
Points.reserve(4); //Already allocate 4 places :D
//add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
{
Vector3i *Pos = (*it);
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
if(IsAllowedBlock(BlockID))
{
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
if(Meta > LowestPoint)
{
LowestPoint = Meta;
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
delete Pos;
}
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
if(a_X - X > 0)
{
return X_MINUS;
}
if(a_X - X < 0)
{
return X_PLUS;
}
if(a_Z - Z > 0)
{
return Z_MINUS;
}
if(a_Z - Z < 0)
{
return Z_PLUS;
}
return NONE;
}
bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos) bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
{ {
bool result = false; bool result = false;

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@ -27,13 +27,6 @@ public:
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override; virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
// cFluidSimulator overrides:
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
bool CanWashAway (BLOCKTYPE a_BlockType);
bool IsSolidBlock(BLOCKTYPE a_BlockType);
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
protected: protected:
NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ); NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);

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@ -2,6 +2,7 @@
#include "Globals.h" #include "Globals.h"
#include "FluidSimulator.h" #include "FluidSimulator.h"
#include "../World.h"
@ -17,3 +18,140 @@ cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE
bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
return (
(a_BlockType == E_BLOCK_AIR) ||
(a_BlockType == E_BLOCK_FIRE) ||
IsAllowedBlock(a_BlockType) ||
CanWashAway(a_BlockType)
);
}
bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
{
return true;
}
default:
{
return false;
}
}
}
bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
{
return !IsPassableForFluid(a_BlockType);
}
// TODO Not working very well yet :s
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
{
return NONE;
}
/*
Disabled because of causing problems and being useless atm
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
if (BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
return Y_MINUS;
*/
NIBBLETYPE LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
if (IsAllowedBlock(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
{
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
}
std::vector< Vector3i * > Points;
Points.reserve(4); //Already allocate 4 places :D
//add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
for (std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
{
Vector3i *Pos = (*it);
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
if(IsAllowedBlock(BlockID))
{
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
if(Meta > LowestPoint)
{
LowestPoint = Meta;
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
delete Pos;
}
if (LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
if (a_X - X > 0)
{
return X_MINUS;
}
if (a_X - X < 0)
{
return X_PLUS;
}
if (a_Z - Z > 0)
{
return Z_MINUS;
}
if (a_Z - Z < 0)
{
return Z_PLUS;
}
return NONE;
}

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@ -30,12 +30,17 @@ class cFluidSimulator :
public: public:
cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid); cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) /// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) = 0; virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); } bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); } bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
static bool CanWashAway(BLOCKTYPE a_BlockType);
bool IsSolidBlock (BLOCKTYPE a_BlockType);
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
protected: protected:
BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed

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@ -1,20 +0,0 @@
#include "Globals.h"
#include "LavaSimulator.h"
#include "Defines.h"
#include "World.h"
cLavaSimulator::cLavaSimulator(cWorld *a_World)
: cFluidSimulator(a_World)
{
m_FluidBlock = E_BLOCK_LAVA;
m_StationaryFluidBlock = E_BLOCK_STATIONARY_LAVA;
m_MaxHeight = 6;
m_FlowReduction = 2;
}
bool cLavaSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return IsBlockLava(a_BlockType);
}

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@ -1,12 +0,0 @@
#pragma once
#include "FluidSimulator.h"
class cLavaSimulator : public cFluidSimulator
{
public:
cLavaSimulator( cWorld* a_World );
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
};

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@ -1,22 +0,0 @@
#include "Globals.h"
#include "WaterSimulator.h"
#include "Defines.h"
#include "World.h"
cWaterSimulator::cWaterSimulator(cWorld *a_World)
: cFluidSimulator(a_World)
{
m_FluidBlock = E_BLOCK_WATER;
m_StationaryFluidBlock = E_BLOCK_STATIONARY_WATER;
m_MaxHeight = 7;
m_FlowReduction = 1;
}
bool cWaterSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return IsBlockWater(a_BlockType);
}

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@ -1,11 +0,0 @@
#pragma once
#include "FluidSimulator.h"
class cWaterSimulator : public cFluidSimulator
{
public:
cWaterSimulator( cWorld* a_World );
virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
};