2ca40c819e
- The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6
315 lines
8.3 KiB
C++
315 lines
8.3 KiB
C++
#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 <vector>
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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_Simulator (a_Simulator)
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, m_Buffer( new std::list< Vector3i >() )
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, m_World( a_World )
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{}
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~FluidData()
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{
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delete m_Buffer;
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delete m_ActiveFluid;
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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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{
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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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}
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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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{
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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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{
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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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}
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}
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if( Points.size() == 0 && !bFluidFound )
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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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Vector3i( a_X+1, a_Y, a_Z ),
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Vector3i( a_X, a_Y, a_Z-1 ),
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Vector3i( a_X, a_Y, a_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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char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
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if( m_Simulator->IsPassableForFluid(Block) )
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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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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Data(0)
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{
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m_Data = new FluidData(a_World, this);
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}
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cFluidSimulator::~cFluidSimulator()
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{
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delete m_Data;
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn<73>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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}
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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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#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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if( Max == 0 ) return 0; \
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}
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__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
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return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
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return;
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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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{
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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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{
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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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bIsFed = true;
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Meta = 0; // Make it a full block
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}
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}
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else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
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{
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bIsFed = true;
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}
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else
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{
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if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
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bIsFed = true;
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}
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if( bIsFed )
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{
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char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
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if( IsPassableForFluid(DownID) ) // free for fluid
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{
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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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}
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else // 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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}
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else if( Meta < m_MaxHeight ) // 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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{
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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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if( !IsAllowedBlock( BlockID ) )
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{
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if( p.y == pos.y )
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
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else
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
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AddBlock( p.x, p.y, p.z );
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}
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else // it's fluid
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{
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char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
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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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}
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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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{
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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 );
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}
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}
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}
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}
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bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
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{
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return a_BlockID == E_BLOCK_AIR
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|| a_BlockID == E_BLOCK_FIRE
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|| IsAllowedBlock(a_BlockID);
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}
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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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char 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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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 fluid below it -> dominating flow is down :D
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if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(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 = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
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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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//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(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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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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} |