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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
This commit is contained in:
madmaxoft@gmail.com
2012-10-13 16:24:50 +00:00
parent ad883a233b
commit b4ca06b9d9
8 changed files with 145 additions and 211 deletions

View File

@@ -470,143 +470,6 @@ void cClassicFluidSimulator::Simulate(float a_Dt)
bool cClassicFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
return a_BlockType == E_BLOCK_AIR
|| a_BlockType == E_BLOCK_FIRE
|| IsAllowedBlock(a_BlockType)
|| CanWashAway(a_BlockType);
}
bool cClassicFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
{
return true;
}
default:
{
return false;
}
}
}
bool cClassicFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
{
return !(a_BlockType == E_BLOCK_AIR
|| a_BlockType == E_BLOCK_FIRE
|| IsBlockLava(a_BlockType)
|| IsBlockWater(a_BlockType)
|| CanWashAway(a_BlockType));
}
// TODO Not working very well yet :s
Direction cClassicFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
return NONE;
/*
Disabled because of causing problems and beeing useless atm
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
if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
return Y_MINUS;
*/
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
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
{
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
}
std::vector< Vector3i * > Points;
Points.reserve(4); //Already allocate 4 places :D
//add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
{
Vector3i *Pos = (*it);
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
if(IsAllowedBlock(BlockID))
{
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
if(Meta > LowestPoint)
{
LowestPoint = Meta;
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
delete Pos;
}
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
if(a_X - X > 0)
{
return X_MINUS;
}
if(a_X - X < 0)
{
return X_PLUS;
}
if(a_Z - Z > 0)
{
return Z_MINUS;
}
if(a_Z - Z < 0)
{
return Z_PLUS;
}
return NONE;
}
bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
{
bool result = false;