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
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@ -32,6 +32,7 @@ public: //tolua_export
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friend Vector3i operator * ( const Vector3i& v, const int f ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
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friend Vector3i operator * ( const Vector3i& v1, const Vector3i& v2 ) { return Vector3i( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z ); }
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friend Vector3i operator * ( const int f, const Vector3i& v ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
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friend bool operator < ( const Vector3i& v1, const Vector3i& v2 ) { return (v1.x<v2.x)||(v1.x==v2.x && v1.y<v2.y)||(v1.x==v2.x && v1.y == v2.y && v1.z<v2.z); }
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int x, y, z; //tolua_export
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}; //tolua_export
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@ -1,21 +1,29 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h"
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#include "cFluidSimulator.h"
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#include "cWorld.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include <set>
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#include "cPickup.h"
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#include "cItem.h"
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#include <queue>
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//#define DEBUG_FLUID
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#ifdef DEBUG_FLUID
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#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
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#else
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#define LOG_FLUID(...)
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#endif
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class cFluidSimulator::FluidData
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{
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public:
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FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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: m_ActiveFluid( new std::list < Vector3i >() )
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: m_ActiveFluid( new std::set < Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::list< Vector3i >() )
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, m_Buffer( new std::set< Vector3i >() )
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, m_World( a_World )
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{}
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@ -25,39 +33,156 @@ public:
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delete m_ActiveFluid;
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}
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void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ),
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};
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for(int i=0; i<4; i++)
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{
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Vector3i cur = LevelPoints[i];
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switch(m_Relief[cur.x][cur.z])
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{
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_CurResult|=m_StartSide[cur.x][cur.z];
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m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
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LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_WaveQueue.push(cur);
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}
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else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
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}
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LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
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}
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}
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}
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}
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std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
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{
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std::vector< Vector3i > Points;
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if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
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std::vector< Vector3i > Points; //result
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Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
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//TODO: rewrite without relief, get blocks directly in algorithm
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for(int x=0; x<AREA_WIDTH; x++)
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{
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Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
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return Points;
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for(int z=0; z<AREA_WIDTH; z++)
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{
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char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
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char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
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if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
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{
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m_Relief[x][z] = E_BLOCK;
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}
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else if(m_Simulator->IsSolidBlock(DownBlock))
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{
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m_Relief[x][z] = E_PLAIN;
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}
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else
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{
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m_Relief[x][z] = E_HOLE;
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}
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m_WayLength[x][z] = 255;
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m_StartSide[x][z] = E_SIDE_NONE;
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}
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LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
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}
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Vector3i LowerPoints [] = {
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Vector3i( a_X-1, a_Y-1, a_Z ),
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Vector3i( a_X+1, a_Y-1, a_Z ),
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Vector3i( a_X, a_Y-1, a_Z-1 ),
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Vector3i( a_X, a_Y-1, a_Z+1 ),
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};
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bool bFluidFound = false;
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for( int i = 0; i < 4; ++i )
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m_NearestHole = 5;
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m_CurResult = 0;
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while(!m_WaveQueue.empty()) m_WaveQueue.pop();
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int left = AREA_WIDTH/2 - 1;
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int right = AREA_WIDTH/2 + 1;
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int center = AREA_WIDTH/2;
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Vector3i r(right, 0, center); //right block
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Vector3i l(left, 0, center); //left block
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Vector3i f(center, 0, right); //front block
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Vector3i b(center, 0, left); //back block
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Vector3i c(center, 0, center); //center block
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m_WayLength[c.x][c.z] = 0;
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Vector3i Nearest[] = {r, l, f, b};
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unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
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for(int i=0; i<4; i++)
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{
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char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
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char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
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if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
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Vector3i cur = Nearest[i];
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switch(m_Relief[cur.x][cur.z])
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{
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Points.push_back( LowerPoints[i] );
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LowerPoints[i].y = a_Y;
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Points.push_back( LowerPoints[i] );
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}
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else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
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{
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bFluidFound = true;
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_CurResult |= m_StartSide[cur.x][cur.z];
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m_NearestHole = 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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m_WaveQueue.push(cur);
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_WayLength[cur.x][cur.z] = 1;
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LOG_FLUID("Plain found: %d", int(Sides[i]));
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}
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}
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}
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if( Points.size() == 0 && !bFluidFound )
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Vector3i curBlock;
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bool bContinue = !m_WaveQueue.empty();
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if(!m_WaveQueue.empty())
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{
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curBlock = m_WaveQueue.front();
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bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
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}
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while(bContinue)
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{
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LOG_FLUID("while iteration" );
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curBlock = m_WaveQueue.front();
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UpdateWave(CornerGlobal, curBlock);
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m_WaveQueue.pop();
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bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
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}
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if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
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if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
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if(Points.empty())
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_X-1, a_Y, a_Z ),
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@ -72,13 +197,35 @@ public:
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Points.push_back( LevelPoints[i] );
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}
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}
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return Points;
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}
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std::list< Vector3i >* m_ActiveFluid;
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std::list< Vector3i >* m_Buffer;
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std::set< Vector3i >* m_ActiveFluid;
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std::set< Vector3i >* m_Buffer;
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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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const static int AREA_WIDTH = 11;
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const static unsigned char E_SIDE_RIGHT = 0x10;
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const static unsigned char E_SIDE_LEFT = 0x20;
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const static unsigned char E_SIDE_FRONT = 0x40;
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const static unsigned char E_SIDE_BACK = 0x80;
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const static unsigned char E_SIDE_NONE = 0x00;
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enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
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eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
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std::queue<Vector3i> m_WaveQueue;
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int m_NearestHole;
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unsigned char m_CurResult;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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@ -98,28 +245,20 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
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return;
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// Check for duplicates
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std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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{
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Vector3i & Pos = *itr;
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if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
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return;
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}
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ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
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std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + 1;
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char Max = m_MaxHeight + m_FlowReduction;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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{ \
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char Meta; \
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if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
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else if( Meta == m_MaxHeight + 1 ) Max = 0; \
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else if( Meta == m_MaxHeight + m_FlowReduction ) Max = 0; \
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if( Max == 0 ) return 0; \
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}
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@ -141,18 +280,24 @@ void cFluidSimulator::Simulate( float a_Dt )
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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const Vector3i & pos = *itr;
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if(UniqueSituation(pos))
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{
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continue;
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}
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Vector3i & pos = *itr;
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char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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{
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bool bIsFed = false;
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char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
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char Feed = Meta;
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if( Meta & 8 ) // Falling fluid
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if( BlockID == m_StationaryFluidBlock) Meta = 0;
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if( Meta == 8 ) // Falling fluid
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{
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if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
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{
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@ -175,7 +320,7 @@ void cFluidSimulator::Simulate( float a_Dt )
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{
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char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
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bool bWashedAwayItem = CanWashAway( DownID );
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if( IsPassableForFluid(DownID) || bWashedAwayItem ) // free for fluid
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if( (IsPassableForFluid(DownID) || bWashedAwayItem)&&!IsStationaryBlock(DownID) ) // free for fluid
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{
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if( bWashedAwayItem )
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{
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@ -185,15 +330,17 @@ void cFluidSimulator::Simulate( float a_Dt )
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m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
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AddBlock( pos.x, pos.y-1, pos.z );
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ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
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}
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else // Not falling
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if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
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{
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if( Feed + m_FlowReduction < Meta )
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
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AddBlock( pos.x, pos.y, pos.z );
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ApplyUniqueToNearest(pos);
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}
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else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
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else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
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{
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std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
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for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
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@ -201,6 +348,9 @@ void cFluidSimulator::Simulate( float a_Dt )
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Vector3i & p = *itr;
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char BlockID = m_World->GetBlock( p.x, p.y, p.z );
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bool bWashedAwayItem = CanWashAway( BlockID );
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if(!IsPassableForFluid(BlockID)) continue;
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if( !IsAllowedBlock( BlockID ) )
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{
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if( bWashedAwayItem )
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@ -210,10 +360,15 @@ void cFluidSimulator::Simulate( float a_Dt )
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}
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if( p.y == pos.y )
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{
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
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}
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else
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{
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
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}
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AddBlock( p.x, p.y, p.z );
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ApplyUniqueToNearest(p);
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}
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else // it's fluid
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{
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@ -221,13 +376,14 @@ void cFluidSimulator::Simulate( float a_Dt )
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if( PointMeta > Meta + m_FlowReduction )
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{
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AddBlock( p.x, p.y, p.z );
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ApplyUniqueToNearest(p);
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}
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}
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}
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}
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}
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}
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else // not fed
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else// not fed
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
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WakeUp( pos.x, pos.y, pos.z );
|
||||
@ -245,6 +401,11 @@ bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
|
||||
|| CanWashAway(a_BlockID);
|
||||
}
|
||||
|
||||
bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
|
||||
{
|
||||
return a_BlockID == m_StationaryFluidBlock;
|
||||
}
|
||||
|
||||
bool cFluidSimulator::CanWashAway( char a_BlockID )
|
||||
{
|
||||
switch( a_BlockID )
|
||||
@ -260,6 +421,15 @@ bool cFluidSimulator::CanWashAway( char a_BlockID )
|
||||
};
|
||||
}
|
||||
|
||||
bool cFluidSimulator::IsSolidBlock( char a_BlockID )
|
||||
{
|
||||
return !(a_BlockID == E_BLOCK_AIR
|
||||
|| a_BlockID == E_BLOCK_FIRE
|
||||
|| IsBlockLava(a_BlockID)
|
||||
|| IsBlockWater(a_BlockID)
|
||||
|| CanWashAway(a_BlockID));
|
||||
}
|
||||
|
||||
//TODO Not working very well yet :s
|
||||
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
|
||||
{
|
||||
@ -346,4 +516,109 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
|
||||
return NONE;
|
||||
|
||||
|
||||
}
|
||||
|
||||
bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
|
||||
char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
|
||||
|
||||
if(IsBlockWater(BlockId))
|
||||
{
|
||||
|
||||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||||
if(IsBlockLava(UpperBlock))
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
|
||||
}
|
||||
|
||||
|
||||
if(BlockId != E_BLOCK_STATIONARY_WATER)
|
||||
{
|
||||
char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
|
||||
if(IsSolidBlock(DownBlockId))
|
||||
{
|
||||
Vector3i LevelPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
};
|
||||
int SourceBlocksCount = 0;
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
|
||||
{
|
||||
SourceBlocksCount++;
|
||||
}
|
||||
}
|
||||
if(SourceBlocksCount>=2)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(IsBlockLava(BlockId))
|
||||
{
|
||||
bool bWater = false;
|
||||
|
||||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||||
if (IsBlockWater(UpperBlock))
|
||||
{
|
||||
bWater = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3i LevelPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
};
|
||||
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
|
||||
{
|
||||
bWater = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(bWater)
|
||||
{
|
||||
if(BlockId == E_BLOCK_STATIONARY_LAVA)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
|
||||
}
|
||||
else if (Meta<m_MaxHeight)
|
||||
{
|
||||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
|
||||
{
|
||||
Vector3i NearPoints [] = {
|
||||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||||
Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
|
||||
};
|
||||
|
||||
for(int i=0; i<5; i++)
|
||||
{
|
||||
UniqueSituation(NearPoints[i]);
|
||||
}
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "cSimulator.h"
|
||||
#include "Vector3i.h"
|
||||
|
||||
|
||||
//TODO This definitly needs a better naming :D but how?
|
||||
@ -29,12 +30,16 @@ public:
|
||||
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;
|
||||
|
||||
@ -43,6 +48,7 @@ protected:
|
||||
|
||||
//Customize
|
||||
char m_FluidBlock;
|
||||
char m_StationaryFluidBlock;
|
||||
char m_MaxHeight;
|
||||
char m_FlowReduction;
|
||||
|
||||
|
@ -1,14 +1,14 @@
|
||||
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Globals.h"
|
||||
#include "cLavaSimulator.h"
|
||||
#include "Defines.h"
|
||||
#include "cWorld.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;
|
||||
}
|
||||
|
@ -7,5 +7,6 @@ public:
|
||||
cLavaSimulator( cWorld* a_World );
|
||||
|
||||
virtual bool IsAllowedBlock( char a_BlockID );
|
||||
|
||||
|
||||
};
|
@ -1,10 +1,7 @@
|
||||
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "Globals.h"
|
||||
#include "cWaterSimulator.h"
|
||||
#include "Defines.h"
|
||||
|
||||
|
||||
#include "cWorld.h"
|
||||
|
||||
|
||||
|
||||
@ -12,6 +9,7 @@ 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;
|
||||
}
|
||||
|
@ -1,5 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
#include "cFluidSimulator.h"
|
||||
|
||||
class cWaterSimulator : public cFluidSimulator
|
||||
|
Loading…
x
Reference in New Issue
Block a user