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diff --git a/source/Simulator/ClassicFluidSimulator.cpp b/source/Simulator/ClassicFluidSimulator.cpp
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+++ b/source/Simulator/ClassicFluidSimulator.cpp
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+
+// ClassicFluidSimulator.cpp
+
+// Implements the cClassicFluidSimulator class representing the original MCServer's fluid simulator
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "ClassicFluidSimulator.h"
+#include "../World.h"
+#include "../BlockID.h"
+#include "../Defines.h"
+#include "../Item.h"
+#include "../Blocks/BlockHandler.h"
+
+
+
+
+
+
+// #define DEBUG_FLUID
+
+#ifdef DEBUG_FLUID
+ #define LOG_FLUID(...) LOGD( __VA_ARGS__ )
+#else
+ #define LOG_FLUID(...)
+#endif
+
+
+
+
+
+class cClassicFluidSimulator::FluidData
+{
+public:
+ FluidData(cWorld * a_World, cClassicFluidSimulator * a_Simulator )
+ : m_ActiveFluid( new std::set < Vector3i >() )
+ , m_Simulator (a_Simulator)
+ , m_Buffer( new std::set< Vector3i >() )
+ , m_World( a_World )
+ {
+ }
+
+
+ ~FluidData()
+ {
+ delete m_Buffer;
+ delete m_ActiveFluid;
+ }
+
+
+ void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i(a_CurBlock.x - 1, a_CurBlock.y, a_CurBlock.z),
+ Vector3i(a_CurBlock.x + 1, a_CurBlock.y, a_CurBlock.z),
+ Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z - 1),
+ Vector3i(a_CurBlock.x, a_CurBlock.y, a_CurBlock.z + 1),
+ };
+
+
+ for (int i = 0; i < 4; i++)
+ {
+ Vector3i cur = LevelPoints[i];
+ switch (m_Relief[cur.x][cur.z])
+ {
+ case E_HOLE:
+ {
+ m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ m_CurResult|=m_StartSide[cur.x][cur.z];
+ m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
+ LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
+ LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
+ break;
+ }
+
+ case E_BLOCK:
+ {
+ break;
+ }
+
+ case E_PLAIN:
+ {
+ if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
+ {
+ m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
+ m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ m_WaveQueue.push(cur);
+ }
+ else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
+ {
+ m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ }
+ LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
+ break;
+ }
+ }
+ }
+ }
+
+
+ std::vector< Vector3i > GetLowestPoints(int a_BlockX, int a_BlockY, int a_BlockZ)
+ {
+ std::vector< Vector3i > Points; // result
+
+ Vector3i CornerGlobal(a_BlockX - AREA_WIDTH / 2, a_BlockY, a_BlockZ - AREA_WIDTH / 2);
+
+ // TODO: Rewrite without relief, get blocks directly in algorithm
+ for (int x = 0; x < AREA_WIDTH; x++)
+ {
+ for (int z = 0; z < AREA_WIDTH; z++)
+ {
+ char UpperBlock = m_World->GetBlock(CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z);
+ char DownBlock = m_World->GetBlock(CornerGlobal.x + x, CornerGlobal.y - 1, CornerGlobal.z + z);
+
+ if (m_Simulator->IsSolidBlock(UpperBlock) || (m_Simulator->IsStationaryFluidBlock(UpperBlock)))
+ {
+ m_Relief[x][z] = E_BLOCK;
+ }
+ else if (m_Simulator->IsSolidBlock(DownBlock))
+ {
+ m_Relief[x][z] = E_PLAIN;
+ }
+ else
+ {
+ m_Relief[x][z] = E_HOLE;
+ }
+ m_WayLength[x][z] = 255;
+ m_StartSide[x][z] = E_SIDE_NONE;
+ }
+ LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
+ }
+
+ m_NearestHole = 5;
+ m_CurResult = 0;
+ while (!m_WaveQueue.empty()) m_WaveQueue.pop(); // _X 2012_10_13: WTF? why not use m_WaveQueue.clear() ?
+
+ int left = AREA_WIDTH / 2 - 1;
+ int right = AREA_WIDTH / 2 + 1;
+ int center = AREA_WIDTH / 2;
+
+ Vector3i r(right, 0, center); // right block
+ Vector3i l(left, 0, center); // left block
+ Vector3i f(center, 0, right); // front block
+ Vector3i b(center, 0, left); // back block
+ Vector3i c(center, 0, center); // center block
+
+ m_WayLength[c.x][c.z] = 0;
+
+ Vector3i Nearest[] = {r, l, f, b};
+ unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
+
+ for (int i = 0; i < 4; i++)
+ {
+ Vector3i cur = Nearest[i];
+ switch (m_Relief[cur.x][cur.z])
+ {
+ case E_HOLE:
+ {
+ m_StartSide[cur.x][cur.z] = Sides[i];
+ m_CurResult |= m_StartSide[cur.x][cur.z];
+ m_NearestHole = 1;
+ LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
+ break;
+ }
+
+ case E_BLOCK:
+ {
+ break;
+ }
+
+ case E_PLAIN:
+ {
+ m_WaveQueue.push(cur);
+ m_StartSide[cur.x][cur.z] = Sides[i];
+ m_WayLength[cur.x][cur.z] = 1;
+ LOG_FLUID("Plain found: %d", int(Sides[i]));
+ break;
+ }
+ }
+ }
+
+ Vector3i curBlock;
+
+ bool bContinue = !m_WaveQueue.empty();
+
+ if (!m_WaveQueue.empty())
+ {
+ curBlock = m_WaveQueue.front();
+ bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
+ }
+
+ while (bContinue)
+ {
+ LOG_FLUID("while iteration" );
+ curBlock = m_WaveQueue.front();
+ UpdateWave(CornerGlobal, curBlock);
+ m_WaveQueue.pop();
+
+ bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
+ }
+
+ if (m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ));
+ if (m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ));
+ if (m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1));
+ if (m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1));
+
+ if (Points.empty())
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i(a_BlockX - 1, a_BlockY, a_BlockZ),
+ Vector3i(a_BlockX + 1, a_BlockY, a_BlockZ),
+ Vector3i(a_BlockX, a_BlockY, a_BlockZ - 1),
+ Vector3i(a_BlockX, a_BlockY, a_BlockZ + 1),
+ };
+ for (int i = 0; i < 4; ++i)
+ {
+ char Block = m_World->GetBlock(LevelPoints[i].x, a_BlockY, LevelPoints[i].z);
+ if (m_Simulator->IsPassableForFluid(Block))
+ {
+ Points.push_back(LevelPoints[i]);
+ }
+ }
+ }
+
+ return Points;
+ }
+
+ std::set< Vector3i > * m_ActiveFluid;
+ std::set< Vector3i > * m_Buffer;
+ cWorld * m_World;
+ cClassicFluidSimulator * m_Simulator;
+
+ const static int AREA_WIDTH = 11;
+
+ const static unsigned char E_SIDE_RIGHT = 0x10;
+ const static unsigned char E_SIDE_LEFT = 0x20;
+ const static unsigned char E_SIDE_FRONT = 0x40;
+ const static unsigned char E_SIDE_BACK = 0x80;
+ const static unsigned char E_SIDE_NONE = 0x00;
+
+ enum eRelief
+ {
+ E_HOLE = 0,
+ E_PLAIN = 1,
+ E_BLOCK = 2
+ };
+
+ eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
+ unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
+ unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
+
+ std::queue<Vector3i> m_WaveQueue;
+
+ int m_NearestHole;
+ unsigned char m_CurResult;
+};
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cClassicFluidSimulator:
+
+cClassicFluidSimulator::cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff) :
+ cFluidSimulator(a_World, a_Fluid, a_StationaryFluid),
+ m_Data(NULL),
+ m_MaxHeight(a_MaxHeight),
+ m_Falloff(a_Falloff)
+{
+ m_Data = new FluidData(a_World, this);
+}
+
+
+
+
+
+cClassicFluidSimulator::~cClassicFluidSimulator()
+{
+ delete m_Data;
+}
+
+
+
+
+
+void cClassicFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ if (!IsAllowedBlock(BlockType)) // This should save very much time because it doesn´t have to iterate through all blocks
+ {
+ return;
+ }
+
+ std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ ActiveFluid.insert(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
+}
+
+
+
+
+
+bool cClassicFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
+{
+ return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
+}
+
+
+
+
+
+NIBBLETYPE cClassicFluidSimulator::GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ NIBBLETYPE Max = m_MaxHeight + m_Falloff;
+
+#define __HIGHLEVEL_CHECK__( x, y, z ) \
+ if (IsAllowedBlock(m_World->GetBlock( x, y, z ) ) ) \
+ { \
+ NIBBLETYPE Meta; \
+ if ((Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
+ else if (Meta == m_MaxHeight + m_Falloff) Max = 0; \
+ if (Max == 0) return 0; \
+ }
+
+ __HIGHLEVEL_CHECK__(a_BlockX - 1, a_BlockY, a_BlockZ );
+ __HIGHLEVEL_CHECK__(a_BlockX + 1, a_BlockY, a_BlockZ );
+ __HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ - 1);
+ __HIGHLEVEL_CHECK__(a_BlockX, a_BlockY, a_BlockZ + 1);
+
+ return Max;
+}
+
+
+
+
+
+void cClassicFluidSimulator::Simulate(float a_Dt)
+{
+ m_Timer += a_Dt;
+
+ if (m_Data->m_ActiveFluid->empty()) // Nothing to do if there is no active fluid ;) saves very little time ;D
+ {
+ return;
+ }
+
+ std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
+ m_Data->m_ActiveFluid->clear();
+
+ std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+ for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+ {
+ const Vector3i & pos = *itr;
+
+ if(UniqueSituation(pos))
+ {
+ continue;
+ }
+
+ char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
+ if( IsAllowedBlock( BlockID ) ) // only care about own fluid
+ {
+ bool bIsFed = false;
+ NIBBLETYPE Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
+ NIBBLETYPE Feed = Meta;
+ if (BlockID == m_StationaryFluidBlock) Meta = 0;
+ if (Meta == 8 ) // Falling fluid
+ {
+ if (IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
+ {
+ bIsFed = true;
+ Meta = 0; // Make it a full block
+ }
+ }
+ else if (Meta < m_Falloff) // It's a full block, so it's always fed
+ {
+ bIsFed = true;
+ }
+ else
+ {
+ if ((Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta)
+ bIsFed = true;
+ }
+
+
+ if( bIsFed )
+ {
+ char DownID = m_World->GetBlock(pos.x, pos.y - 1, pos.z);
+ bool bWashedAwayItem = CanWashAway(DownID);
+ if ((IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryFluidBlock(DownID) ) // free for fluid
+ {
+ if (bWashedAwayItem)
+ {
+ cBlockHandler * Handler = BlockHandler(DownID);
+ if (Handler->DoesDropOnUnsuitable())
+ {
+ Handler->DropBlock(m_World, pos.x, pos.y - 1, pos.z);
+ }
+ }
+ if (pos.y > 0)
+ {
+ m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
+ AddBlock( pos.x, pos.y-1, pos.z );
+ ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
+ }
+ }
+ if (IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
+ {
+ if (Feed + m_Falloff < Meta)
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_Falloff);
+ AddBlock( pos.x, pos.y, pos.z );
+ ApplyUniqueToNearest(pos);
+ }
+ else if ((Meta < m_MaxHeight ) || (BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
+ {
+ std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
+ for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
+ {
+ Vector3i & p = *itr;
+ char BlockID = m_World->GetBlock( p.x, p.y, p.z );
+ bool bWashedAwayItem = CanWashAway( BlockID );
+
+ if (!IsPassableForFluid(BlockID)) continue;
+
+ if (!IsAllowedBlock(BlockID))
+ {
+ if (bWashedAwayItem)
+ {
+ cBlockHandler * Handler = BlockHandler(DownID);
+ if (Handler->DoesDropOnUnsuitable())
+ {
+ Handler->DropBlock(m_World, p.x, p.y, p.z);
+ }
+ }
+
+ if (p.y == pos.y)
+ {
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_Falloff);
+ }
+ else
+ {
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
+ }
+ AddBlock( p.x, p.y, p.z );
+ ApplyUniqueToNearest(p);
+ }
+ else // it's fluid
+ {
+ char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
+ if( PointMeta > Meta + m_Falloff)
+ {
+ AddBlock( p.x, p.y, p.z );
+ ApplyUniqueToNearest(p);
+ }
+ }
+ }
+ }
+ }
+ }
+ else// not fed
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
+ WakeUp( pos.x, pos.y, pos.z );
+ }
+ }
+ }
+}
+
+
+
+
+
+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;
+
+ char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
+ char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
+
+ if(IsBlockWater(BlockId))
+ {
+
+ char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
+ if(IsBlockLava(UpperBlock))
+ {
+ m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
+ }
+
+
+ if(BlockId != E_BLOCK_STATIONARY_WATER)
+ {
+ char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
+ if(IsSolidBlock(DownBlockId))
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
+ };
+ int SourceBlocksCount = 0;
+ for(int i=0; i<4; i++)
+ {
+ if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
+ {
+ SourceBlocksCount++;
+ }
+ }
+ if(SourceBlocksCount>=2)
+ {
+ m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
+ }
+ }
+
+ }
+ }
+
+ if(IsBlockLava(BlockId))
+ {
+ bool bWater = false;
+
+ char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
+ if (IsBlockWater(UpperBlock))
+ {
+ bWater = true;
+ }
+ else
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
+ };
+
+ for(int i=0; i<4; i++)
+ {
+ if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
+ {
+ bWater = true;
+ }
+ }
+ }
+
+
+ if (bWater)
+ {
+ if (BlockId == E_BLOCK_STATIONARY_LAVA)
+ {
+ m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
+ }
+ else if (Meta<m_MaxHeight)
+ {
+ m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
+ }
+ }
+ }
+
+ return result;
+}
+
+
+
+
+
+void cClassicFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
+{
+ Vector3i NearPoints [] = {
+ Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
+ Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
+ Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
+ };
+
+ for (int i = 0; i < ARRAYCOUNT(NearPoints); i++)
+ {
+ UniqueSituation(NearPoints[i]);
+ }
+}
+
+
+
+