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
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b4ca06b9d9
@ -470,143 +470,6 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
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bool cClassicFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
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{
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return a_BlockType == E_BLOCK_AIR
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|| a_BlockType == E_BLOCK_FIRE
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|| IsAllowedBlock(a_BlockType)
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|| CanWashAway(a_BlockType);
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}
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bool cClassicFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_CACTUS:
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{
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return true;
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}
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default:
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{
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return false;
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}
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}
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}
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bool cClassicFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
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{
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return !(a_BlockType == E_BLOCK_AIR
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|| a_BlockType == E_BLOCK_FIRE
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|| IsBlockLava(a_BlockType)
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|| IsBlockWater(a_BlockType)
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|| CanWashAway(a_BlockType));
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}
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// TODO Not working very well yet :s
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Direction cClassicFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
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if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
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return NONE;
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/*
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Disabled because of causing problems and beeing useless atm
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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
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if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
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return Y_MINUS;
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*/
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char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
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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
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{
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return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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}
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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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Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
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for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
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{
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Vector3i *Pos = (*it);
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char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
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if(IsAllowedBlock(BlockID))
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{
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char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
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if(Meta > LowestPoint)
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{
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LowestPoint = Meta;
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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}else if(BlockID == E_BLOCK_AIR)
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{
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LowestPoint = 9; //This always dominates
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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delete Pos;
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}
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if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
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return NONE;
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if(a_X - X > 0)
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{
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return X_MINUS;
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}
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if(a_X - X < 0)
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{
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return X_PLUS;
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}
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if(a_Z - Z > 0)
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{
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return Z_MINUS;
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}
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if(a_Z - Z < 0)
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{
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return Z_PLUS;
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}
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return NONE;
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}
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bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
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bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
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{
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{
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bool result = false;
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bool result = false;
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@ -27,13 +27,6 @@ public:
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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// cFluidSimulator overrides:
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virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
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bool CanWashAway (BLOCKTYPE a_BlockType);
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bool IsSolidBlock(BLOCKTYPE a_BlockType);
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bool IsPassableForFluid(BLOCKTYPE a_BlockType);
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protected:
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protected:
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NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
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NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
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@ -2,6 +2,7 @@
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#include "Globals.h"
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#include "Globals.h"
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#include "FluidSimulator.h"
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#include "FluidSimulator.h"
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#include "../World.h"
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@ -17,3 +18,140 @@ cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE
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bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
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{
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return (
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(a_BlockType == E_BLOCK_AIR) ||
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(a_BlockType == E_BLOCK_FIRE) ||
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IsAllowedBlock(a_BlockType) ||
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CanWashAway(a_BlockType)
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);
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}
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bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_CACTUS:
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{
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return true;
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}
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default:
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{
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return false;
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}
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}
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}
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bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
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{
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return !IsPassableForFluid(a_BlockType);
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}
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// TODO Not working very well yet :s
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Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
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{
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return NONE;
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}
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/*
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Disabled because of causing problems and being useless atm
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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
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if (BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
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return Y_MINUS;
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*/
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NIBBLETYPE LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
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int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
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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
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{
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return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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}
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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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Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
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for (std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
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{
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Vector3i *Pos = (*it);
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char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
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if(IsAllowedBlock(BlockID))
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{
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char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
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if(Meta > LowestPoint)
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{
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LowestPoint = Meta;
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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}else if(BlockID == E_BLOCK_AIR)
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{
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LowestPoint = 9; //This always dominates
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X = Pos->x;
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Y = Pos->y;
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Z = Pos->z;
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}
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delete Pos;
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}
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if (LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
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return NONE;
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if (a_X - X > 0)
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{
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return X_MINUS;
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}
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if (a_X - X < 0)
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{
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return X_PLUS;
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}
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if (a_Z - Z > 0)
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{
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return Z_MINUS;
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}
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if (a_Z - Z < 0)
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{
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return Z_PLUS;
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}
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return NONE;
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}
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@ -30,12 +30,17 @@ class cFluidSimulator :
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public:
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public:
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cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
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cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
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// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
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/// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
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virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) = 0;
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virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
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bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
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bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
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bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
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bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
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static bool CanWashAway(BLOCKTYPE a_BlockType);
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bool IsSolidBlock (BLOCKTYPE a_BlockType);
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bool IsPassableForFluid(BLOCKTYPE a_BlockType);
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protected:
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protected:
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BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
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BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
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BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
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BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
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#include "Globals.h"
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#include "LavaSimulator.h"
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#include "Defines.h"
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#include "World.h"
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cLavaSimulator::cLavaSimulator(cWorld *a_World)
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: cFluidSimulator(a_World)
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{
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m_FluidBlock = E_BLOCK_LAVA;
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m_StationaryFluidBlock = E_BLOCK_STATIONARY_LAVA;
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m_MaxHeight = 6;
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m_FlowReduction = 2;
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}
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bool cLavaSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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return IsBlockLava(a_BlockType);
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}
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#pragma once
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#include "FluidSimulator.h"
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class cLavaSimulator : public cFluidSimulator
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{
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public:
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cLavaSimulator( cWorld* a_World );
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
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};
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#include "Globals.h"
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#include "WaterSimulator.h"
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#include "Defines.h"
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#include "World.h"
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cWaterSimulator::cWaterSimulator(cWorld *a_World)
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: cFluidSimulator(a_World)
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{
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m_FluidBlock = E_BLOCK_WATER;
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m_StationaryFluidBlock = E_BLOCK_STATIONARY_WATER;
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m_MaxHeight = 7;
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m_FlowReduction = 1;
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}
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bool cWaterSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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return IsBlockWater(a_BlockType);
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}
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#pragma once
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#include "FluidSimulator.h"
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class cWaterSimulator : public cFluidSimulator
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{
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public:
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cWaterSimulator( cWorld* a_World );
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virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
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|
||||||
};
|
|
Loading…
Reference in New Issue
Block a user