9f38c219e2
Fluids should behave more like Minecraft's fluids, and lava+water creates stone/cobble/obsidian! git-svn-id: http://mc-server.googlecode.com/svn/trunk@257 0a769ca7-a7f5-676a-18bf-c427514a06d6
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
#pragma once
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#include "cSimulator.h"
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#include "Vector3i.h"
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//TODO This definitly needs a better naming :D but how?
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enum Direction
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{
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X_PLUS,
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X_MINUS,
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Y_PLUS,
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Y_MINUS,
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Z_PLUS,
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Z_MINUS,
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NONE
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};
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class Vector3i;
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class cWorld;
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class cFluidSimulator : public cSimulator
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{
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public:
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cFluidSimulator( cWorld* a_World );
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~cFluidSimulator();
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virtual void Simulate( float a_Dt );
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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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Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
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virtual bool IsAllowedBlock( char a_BlockID ) = 0;
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virtual bool IsStationaryBlock( char a_BlockID);
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virtual bool IsPassableForFluid( char a_BlockID );
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bool CanWashAway( char a_BlockID );
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bool IsSolidBlock(char a_BlockID);
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protected:
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virtual void AddBlock( int a_X, int a_Y, int a_Z);
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char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
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bool UniqueSituation(Vector3i a_Pos); //Applys special for this fluid rules like generation of water betwin sources, returns false if it is necessary to apply general rules
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void ApplyUniqueToNearest(Vector3i a_Pos);
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float m_Timer;
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class FluidData;
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FluidData* m_Data;
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//Customize
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char m_FluidBlock;
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char m_StationaryFluidBlock;
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char m_MaxHeight;
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char m_FlowReduction;
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}; |