Preparation for multiple fluid simulators.
Moved all simulators into a subfolder. Replaced cWaterSimulator and cLavaSimulator with a generic cFluidSimulator. Moved original fluid simulation into cClassicFluidSimulator. Fluid simulator parameters (MaxHeight, Falloff) are read from the world.ini file (can have nether-like lava with lower falloff) git-svn-id: http://mc-server.googlecode.com/svn/trunk@956 0a769ca7-a7f5-676a-18bf-c427514a06d6
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101
source/Simulator/SandSimulator.cpp
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101
source/Simulator/SandSimulator.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SandSimulator.h"
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#include "../World.h"
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#include "../BlockID.h"
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#include "../Defines.h"
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#include "../FallingBlock.h"
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cSandSimulator::cSandSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Blocks(new BlockList)
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, m_Buffer(new BlockList)
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{
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}
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cSandSimulator::~cSandSimulator()
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{
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delete m_Buffer;
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delete m_Blocks;
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}
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void cSandSimulator::Simulate( float a_Dt )
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{
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m_Buffer->clear();
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std::swap( m_Blocks, m_Buffer );
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for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
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{
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Vector3i Pos = *itr;
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BLOCKTYPE BlockID = m_World->GetBlock(Pos.x, Pos.y, Pos.z);
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if(!IsAllowedBlock(BlockID))
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continue;
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BLOCKTYPE BottomBlock = m_World->GetBlock( Pos.x, Pos.y - 1, Pos.z );
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if( IsPassable(BottomBlock) )
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{
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cFallingBlock * FallingBlock = new cFallingBlock( Pos, BlockID );
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FallingBlock->Initialize( m_World );
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m_World->SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
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}
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}
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}
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bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
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{
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return a_BlockType == E_BLOCK_SAND
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|| a_BlockType == E_BLOCK_GRAVEL;
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}
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void cSandSimulator::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)))
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return;
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Vector3i Block(a_X, a_Y, a_Z);
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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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return;
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}
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m_Blocks->push_back(Block);
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}
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bool cSandSimulator::IsPassable( BLOCKTYPE a_BlockType )
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{
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return a_BlockType == E_BLOCK_AIR
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|| IsBlockWater(a_BlockType)
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|| IsBlockLava(a_BlockType)
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|| a_BlockType == E_BLOCK_FIRE;
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}
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