Very alpha water physic for pickups (The swim now)
but there are some problems (get stuck on some positions) so someone might look at it because I have no idea how to make it better :D git-svn-id: http://mc-server.googlecode.com/svn/trunk@102 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -6,6 +6,7 @@
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#include "cClientHandle.h"
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#include "cInventory.h"
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#include "cWorld.h"
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#include "cWaterSimulator.h"
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#include "cServer.h"
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#include "cPlayer.h"
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#include "cPluginManager.h"
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@ -28,11 +29,15 @@ cPickup::~cPickup()
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{
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delete m_Item;
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delete m_Speed;
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delete m_ResultingSpeed;
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delete m_WaterSpeed;
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}
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cPickup::cPickup(int a_X, int a_Y, int a_Z, const cItem & a_Item, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity( ((double)(a_X))/32, ((double)(a_Y))/32, ((double)(a_Z))/32 )
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, m_Speed( new Vector3f( a_SpeedX, a_SpeedY, a_SpeedZ ) )
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, m_ResultingSpeed(new Vector3f())
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, m_WaterSpeed(new Vector3f())
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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@ -63,6 +68,8 @@ cPickup::cPickup(int a_X, int a_Y, int a_Z, const cItem & a_Item, float a_SpeedX
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cPickup::cPickup(cPacket_PickupSpawn* a_PickupSpawnPacket)
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: cEntity( ((double)a_PickupSpawnPacket->m_PosX)/32, ((double)a_PickupSpawnPacket->m_PosY)/32, ((double)a_PickupSpawnPacket->m_PosZ)/32 )
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, m_Speed( new Vector3f() )
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, m_ResultingSpeed(new Vector3f())
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, m_WaterSpeed(new Vector3f())
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, m_bOnGround( false )
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, m_bReplicated( false )
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, m_Timer( 0.f )
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@ -149,9 +156,11 @@ void cPickup::Tick(float a_Dt)
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void cPickup::HandlePhysics(float a_Dt)
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{
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m_ResultingSpeed->Set(0.f, 0.f, 0.f);
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cWorld* World = GetWorld();
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if( m_bOnGround ) // check if it's still on the ground
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{
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cWorld* World = GetWorld();
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int BlockX = (m_Pos->x)<0 ? (int)m_Pos->x-1 : (int)m_Pos->x;
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int BlockZ = (m_Pos->z)<0 ? (int)m_Pos->z-1 : (int)m_Pos->z;
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char BlockBelow = World->GetBlock( BlockX, (int)m_Pos->y -1, BlockZ );
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@ -179,18 +188,55 @@ void cPickup::HandlePhysics(float a_Dt)
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if( fabs(m_Speed->z) < 0.05 ) m_Speed->z = 0;
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}
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//get flowing direction
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Direction WaterDir = World->GetWaterSimulator()->GetFlowingDirection((int) m_Pos->x - 1, (int) m_Pos->y, (int) m_Pos->z - 1);
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*m_WaterSpeed *= 0.9; //Keep old speed but lower it
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed->x = 1.f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed->x = -1.f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed->z = 1.f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed->z = -1.f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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*m_ResultingSpeed += *m_WaterSpeed;
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if( !m_bOnGround )
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{
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float Gravity = -9.81f*a_Dt;
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m_Speed->y += Gravity;
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// Set to hit position
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*m_ResultingSpeed += *m_Speed;
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( *m_Pos, *m_Speed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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// Set to hit position
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if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_Speed * a_Dt ).SqrLength() )
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if( (*Tracer.RealHit - Vector3f(*m_Pos)).SqrLength() <= ( *m_ResultingSpeed * a_Dt ).SqrLength() )
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{
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m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
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if( Ret == 1 )
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@ -210,15 +256,19 @@ void cPickup::HandlePhysics(float a_Dt)
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}
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else
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*m_Pos += *m_Speed*a_Dt;
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*m_Pos += *m_ResultingSpeed*a_Dt;
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}
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else
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{ // We didn't hit anything, so move =]
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*m_Pos += *m_Speed*a_Dt;
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*m_Pos += *m_ResultingSpeed * a_Dt;
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}
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}
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//Usable for debugging
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//SetPosition(m_Pos->x, m_Pos->y, m_Pos->z);
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}
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bool cPickup::CollectedBy( cPlayer* a_Dest )
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@ -2,6 +2,7 @@
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#include "cEntity.h"
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class cPacket_PickupSpawn;
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class cPlayer;
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class cItem;
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@ -23,6 +24,9 @@ public:
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void HandlePhysics(float a_Dt);
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private:
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Vector3f* m_Speed;
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Vector3f* m_ResultingSpeed; //Can be used to modify the resulting speed for the current tick ;)
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Vector3f* m_WaterSpeed;
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bool m_bOnGround;
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bool m_bReplicated;
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@ -2,6 +2,7 @@
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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 <vector>
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class cWaterSimulator::WaterData
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@ -39,7 +40,7 @@ public:
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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( (Block2 == E_BLOCK_WATER || Block2 == E_BLOCK_STATIONARY_WATER ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_WATER || Block1 == E_BLOCK_STATIONARY_WATER ) )
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else if( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
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{
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bWaterFound = true;
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}
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@ -127,6 +128,9 @@ void cWaterSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
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return;
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std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
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m_Data->m_ActiveWater->clear();
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@ -213,4 +217,90 @@ void cWaterSimulator::Simulate( float a_Dt )
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bool cWaterSimulator::IsWaterBlock( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
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}
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//TODO Not working very well yet :s
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Direction cWaterSimulator::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(!IsBlockWater(BlockID)) //No Water -> 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 water below it -> dominating flow is down :D
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if(BlockBelow == E_BLOCK_AIR || IsBlockWater(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, Y, Z; //Lowest Pos will be stored here
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if(IsBlockWater(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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//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(IsBlockWater(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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@ -1,5 +1,18 @@
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#pragma once
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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 cWaterSimulator
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void Simulate( float a_Dt );
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void WakeUp( int a_X, int a_Y, int a_Z );
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//Gets the flowing direction of a Waterblock 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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private:
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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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@ -22,4 +38,6 @@ private:
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class WaterData;
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WaterData* m_Data;
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};
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