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-rw-r--r--source/Simulator/FluidSimulator.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/source/Simulator/FluidSimulator.cpp b/source/Simulator/FluidSimulator.cpp
index d352d5d4d..4c867aa79 100644
--- a/source/Simulator/FluidSimulator.cpp
+++ b/source/Simulator/FluidSimulator.cpp
@@ -2,6 +2,7 @@
#include "Globals.h"
#include "FluidSimulator.h"
+#include "../World.h"
@@ -17,3 +18,140 @@ cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE
+
+bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
+{
+ return (
+ (a_BlockType == E_BLOCK_AIR) ||
+ (a_BlockType == E_BLOCK_FIRE) ||
+ IsAllowedBlock(a_BlockType) ||
+ CanWashAway(a_BlockType)
+ );
+}
+
+
+
+
+
+bool cFluidSimulator::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 cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
+{
+ return !IsPassableForFluid(a_BlockType);
+}
+
+
+
+
+
+// TODO Not working very well yet :s
+Direction cFluidSimulator::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 being 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;
+ */
+
+ NIBBLETYPE 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;
+}
+
+
+
+