Better split of the fluid simulator functionality; removed the old LavaSimulator and WaterSimulator files.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@958 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -470,143 +470,6 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
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bool cClassicFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
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{
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return 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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bool cClassicFluidSimulator::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_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_CACTUS:
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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 cClassicFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
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{
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return !(a_BlockType == E_BLOCK_AIR
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|| a_BlockType == E_BLOCK_FIRE
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|| IsBlockLava(a_BlockType)
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|| IsBlockWater(a_BlockType)
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|| CanWashAway(a_BlockType));
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}
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// TODO Not working very well yet :s
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Direction cClassicFluidSimulator::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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}
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bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
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{
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bool result = false;
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