Refactored both simulators (water and lava) to make them more flexible and easier to modify
git-svn-id: http://mc-server.googlecode.com/svn/trunk@108 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
@@ -1,216 +1,23 @@
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#include "cLavaSimulator.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 <vector>
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#include "Defines.h"
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class cLavaSimulator::LavaData
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{
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public:
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LavaData( cWorld* a_World )
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: m_ActiveLava( new std::vector< Vector3i >() )
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, m_Buffer( new std::vector< Vector3i >() )
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, m_World( a_World )
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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 bLavaFound = 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( (Block2 == E_BLOCK_LAVA || Block2 == E_BLOCK_STATIONARY_LAVA ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_LAVA || Block1 == E_BLOCK_STATIONARY_LAVA ) )
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{
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bLavaFound = true;
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}
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}
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if( Points.size() == 0 && !bLavaFound )
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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( Block == E_BLOCK_AIR || Block == E_BLOCK_LAVA || Block == E_BLOCK_STATIONARY_LAVA )
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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::vector< Vector3i >* m_ActiveLava;
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std::vector< Vector3i >* m_Buffer;
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cWorld* m_World;
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};
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cLavaSimulator::cLavaSimulator( cWorld* a_World )
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: m_World( a_World )
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, m_Data( new LavaData( a_World ) )
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cLavaSimulator::cLavaSimulator(cWorld *a_World)
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: cFluidSimulator(a_World)
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{
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m_FluidBlock = E_BLOCK_LAVA;
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m_MaxHeight = 6;
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m_FlowReduction = 2;
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}
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cLavaSimulator::~cLavaSimulator()
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bool cLavaSimulator::IsAllowedBlock(char a_BlockID)
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{
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return IsBlockLava(a_BlockID);
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}
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void cLavaSimulator::WakeUp( int a_X, int a_Y, int a_Z )
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bool cLavaSimulator::IsPassableForFluid(char a_BlockID)
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{
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AddBlock( a_X, a_Y, a_Z );
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AddBlock( a_X-1, a_Y, a_Z );
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AddBlock( a_X+1, a_Y, a_Z );
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AddBlock( a_X, a_Y-1, a_Z );
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AddBlock( a_X, a_Y+1, a_Z );
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AddBlock( a_X, a_Y, a_Z-1 );
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AddBlock( a_X, a_Y, a_Z+1 );
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}
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void cLavaSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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// Check for duplicates
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std::vector< Vector3i > & ActiveLava = *m_Data->m_ActiveLava;
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for( std::vector< Vector3i >::iterator itr = ActiveLava.begin(); itr != ActiveLava.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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ActiveLava.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cLavaSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = 8;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsLavaBlock( 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 == 8 ) 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 cLavaSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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std::swap( m_Data->m_ActiveLava, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveLava array
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m_Data->m_ActiveLava->clear();
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std::vector< Vector3i > & LavaBlocks = *m_Data->m_Buffer;
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for( std::vector< Vector3i >::iterator itr = LavaBlocks.begin(); itr != LavaBlocks.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( IsLavaBlock( BlockID ) ) // only care about lava
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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 lava
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{
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if( IsLavaBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is lava
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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 <= 2 )
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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( DownID == E_BLOCK_AIR || IsLavaBlock( DownID ) ) // free for Lava
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{
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m_World->FastSetBlock( pos.x, pos.y-1, pos.z, E_BLOCK_LAVA, 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 Lava
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{
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if( Feed+2 < Meta )
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_LAVA, Feed+2 );
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AddBlock( pos.x, pos.y, pos.z );
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}
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else if( Meta < 6 ) // 7 is only 1 unit high, so it cannot spread, lower than 7 can though.
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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( !IsLavaBlock( 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, E_BLOCK_LAVA, Meta+2);
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else
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m_World->FastSetBlock(p.x, p.y, p.z, E_BLOCK_LAVA, 8);
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AddBlock( p.x, p.y, p.z );
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}
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else // it's Lava
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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+2 )
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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 cLavaSimulator::IsLavaBlock( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_LAVA || a_BlockID == E_BLOCK_STATIONARY_LAVA;
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}
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return ( a_BlockID == E_BLOCK_AIR || IsAllowedBlock(a_BlockID) );
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}
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