Initial Floody fluid simulator.
Can spread, cannot dry. git-svn-id: http://mc-server.googlecode.com/svn/trunk@963 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -47,8 +47,10 @@ void cFireSimulator::Simulate( float a_Dt )
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if(!IsAllowedBlock(BlockID)) //Check wheather the block is still burning
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continue;
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if(BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again
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_AddBlock(Pos.x, Pos.y, Pos.z);
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if (BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again
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{
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m_Blocks->push_back(Pos);
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}
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else
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if(!IsForeverBurnable(m_World->GetBlock(Pos.x, Pos.y - 1, Pos.z)) && !FiresForever(BlockID))
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m_World->SetBlock(Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0);
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@@ -61,42 +63,34 @@ void cFireSimulator::Simulate( float a_Dt )
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bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
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bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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return a_BlockType == E_BLOCK_FIRE
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|| IsBlockLava(a_BlockType);
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return (a_BlockType == E_BLOCK_FIRE) || IsBlockLava(a_BlockType);
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}
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void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
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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)) //This should save very much time because it doesn´t have to iterate through all blocks
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BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if (!IsAllowedBlock(BlockType))
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{
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return;
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}
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//check for duplicates
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for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
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// Check for duplicates:
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for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->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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if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
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{
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return;
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}
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}
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_AddBlock(a_X, a_Y, a_Z);
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}
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void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
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{
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m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
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m_Blocks->push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
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}
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