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#pragma once
#include "Simulator.h"
class cWorld;
enum Direction
{
X_PLUS,
X_MINUS,
Y_PLUS,
Y_MINUS,
Z_PLUS,
Z_MINUS,
NONE
};
/** This is a base class for all fluid simulator data classes.
Needed so that cChunk can properly delete instances of fluid simulator data, no matter what simulator it's using. */
class cFluidSimulatorData
{
public:
virtual ~cFluidSimulatorData() {}
};
class cFluidSimulator:
public cSimulator
{
using Super = cSimulator;
public:
cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
// cSimulator overrides:
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
/** Returns a unit vector in the direction the fluid is flowing or a zero-vector if not flowing. */
virtual Vector3f GetFlowingDirection(int a_X, int a_Y, int a_Z);
/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; }
bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
static bool CanWashAway(BLOCKTYPE a_BlockType);
bool IsSolidBlock (BLOCKTYPE a_BlockType);
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
/** Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. */
bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2);
protected:
BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
};
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