#include "Globals.h" #include "FluidSimulator.h" #include "../World.h" cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) : super(a_World), m_FluidBlock(a_Fluid), m_StationaryFluidBlock(a_StationaryFluid) { } 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::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; }