2012-10-13 05:53:28 -04:00
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#include "Globals.h"
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#include "FluidSimulator.h"
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2012-10-13 12:24:50 -04:00
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#include "../World.h"
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2012-10-13 05:53:28 -04:00
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2013-02-28 08:39:20 -05:00
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cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
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2012-10-13 05:53:28 -04:00
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super(a_World),
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m_FluidBlock(a_Fluid),
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m_StationaryFluidBlock(a_StationaryFluid)
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{
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}
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2012-10-13 12:24:50 -04:00
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2012-10-14 13:06:21 -04:00
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bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
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2012-10-13 12:24:50 -04:00
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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_BROWN_MUSHROOM:
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case E_BLOCK_CACTUS:
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case E_BLOCK_COBWEB:
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case E_BLOCK_CROPS:
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case E_BLOCK_DEAD_BUSH:
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case E_BLOCK_LILY_PAD:
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case E_BLOCK_RAIL:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_SNOW:
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case E_BLOCK_SUGARCANE:
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case E_BLOCK_TALL_GRASS:
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case E_BLOCK_TORCH:
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case E_BLOCK_YELLOW_FLOWER:
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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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2012-10-14 13:06:21 -04:00
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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::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
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{
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if (a_Meta1 == 0)
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{
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// Source block is higher than anything, even itself.
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return true;
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}
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if ((a_Meta1 & 0x08) != 0)
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{
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// Falling fluid is higher than anything, including self
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return true;
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}
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if (a_Meta2 == 0)
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{
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// Second block is a source and first block isn't
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return false;
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}
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if ((a_Meta2 & 0x08) != 0)
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{
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// Second block is falling and the first one is neither a source nor falling
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return false;
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}
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// All special cases have been handled, now it's just a raw comparison:
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return (a_Meta1 < a_Meta2);
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}
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2012-10-13 12:24:50 -04:00
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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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if ((a_Y < 0) || (a_Y >= cChunkDef::Height))
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{
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return NONE;
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}
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BLOCKTYPE 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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{
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return Y_MINUS;
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}
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*/
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2014-07-17 17:15:53 -04:00
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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, Z = 0; // Lowest Pos will be stored here
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2014-07-17 16:15:34 -04:00
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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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2014-07-17 16:15:34 -04:00
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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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2014-04-18 15:09:44 -04:00
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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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2014-07-20 17:10:31 -04:00
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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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Z = Pos->z;
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}
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2014-06-19 04:49:56 -04:00
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}
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2014-07-20 17:10:31 -04:00
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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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Z = Pos->z;
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}
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delete Pos;
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Pos = nullptr;
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}
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2013-02-28 08:39:20 -05:00
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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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