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cuberite-2a/source/cFluidSimulator.h
faketruth 9f38c219e2 Updated fluid simulators with geser's patch file!
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
2012-02-14 13:37:13 +00:00

55 lines
1.3 KiB
C++

#pragma once
#include "cSimulator.h"
#include "Vector3i.h"
//TODO This definitly needs a better naming :D but how?
enum Direction
{
X_PLUS,
X_MINUS,
Y_PLUS,
Y_MINUS,
Z_PLUS,
Z_MINUS,
NONE
};
class Vector3i;
class cWorld;
class cFluidSimulator : public cSimulator
{
public:
cFluidSimulator( cWorld* a_World );
~cFluidSimulator();
virtual void Simulate( float a_Dt );
//Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
virtual bool IsAllowedBlock( char a_BlockID ) = 0;
virtual bool IsStationaryBlock( char a_BlockID);
virtual bool IsPassableForFluid( char a_BlockID );
bool CanWashAway( char a_BlockID );
bool IsSolidBlock(char a_BlockID);
protected:
virtual void AddBlock( int a_X, int a_Y, int a_Z);
char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
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
void ApplyUniqueToNearest(Vector3i a_Pos);
float m_Timer;
class FluidData;
FluidData* m_Data;
//Customize
char m_FluidBlock;
char m_StationaryFluidBlock;
char m_MaxHeight;
char m_FlowReduction;
};