git-svn-id: http://mc-server.googlecode.com/svn/trunk@1363 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			213 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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#include "Globals.h"
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#include "FluidSimulator.h"
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#include "../World.h"
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cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
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	super(a_World),
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	m_FluidBlock(a_Fluid),
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	m_StationaryFluidBlock(a_StationaryFluid)
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{
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}
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bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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	return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
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}
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bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
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{
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	switch (a_BlockType)
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	{
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		case E_BLOCK_BROWN_MUSHROOM:
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		case E_BLOCK_CACTUS:
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		case E_BLOCK_COBWEB:
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		case E_BLOCK_CROPS:
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		case E_BLOCK_DEAD_BUSH:
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		case E_BLOCK_RAIL:
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		case E_BLOCK_REDSTONE_TORCH_OFF:
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		case E_BLOCK_REDSTONE_TORCH_ON:
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		case E_BLOCK_REDSTONE_WIRE:
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		case E_BLOCK_RED_MUSHROOM:
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		case E_BLOCK_RED_ROSE:
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		case E_BLOCK_SNOW:
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		case E_BLOCK_SUGARCANE:
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		case E_BLOCK_TALL_GRASS:
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		case E_BLOCK_TORCH:
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		case E_BLOCK_YELLOW_FLOWER:
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		{
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			return true;
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		}
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		default:
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		{
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			return false;
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		}
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	}
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}
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bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
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{
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	return !IsPassableForFluid(a_BlockType);
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}
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bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
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{
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	return (
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		(a_BlockType == E_BLOCK_AIR) ||
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		(a_BlockType == E_BLOCK_FIRE) ||
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		IsAllowedBlock(a_BlockType) ||
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		CanWashAway(a_BlockType)
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	);
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}
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bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
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{
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	if (a_Meta1 == 0)
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	{
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		// Source block is higher than anything, even itself.
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		return true;
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	}
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	if ((a_Meta1 & 0x08) != 0)
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	{
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		// Falling fluid is higher than anything, including self
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		return true;
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	}
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	if (a_Meta2 == 0)
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	{
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		// Second block is a source and first block isn't
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		return false;
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	}
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	if ((a_Meta2 & 0x08) != 0)
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	{
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		// Second block is falling and the first one is neither a source nor falling
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		return false;
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	}
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	// All special cases have been handled, now it's just a raw comparison:
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	return (a_Meta1 < a_Meta2);
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}
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// TODO Not working very well yet :s
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Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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	if ((a_Y < 0) || (a_Y >= cChunkDef::Height))
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	{
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		return NONE;
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	}
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	BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
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	if (!IsAllowedBlock(BlockID))	// No Fluid -> No Flowing direction :D
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	{
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		return NONE;
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	}
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	/*
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	Disabled because of causing problems and being useless atm
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	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
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	if (BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
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		return Y_MINUS;
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	*/
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	NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z);	//Current Block Meta so only lower points will be counted
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	int X = 0, Y = 0, Z = 0;									//Lowest Pos will be stored here
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	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
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	{
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		return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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	}
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	std::vector< Vector3i * > Points;
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	Points.reserve(4);	//Already allocate 4 places :D
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	//add blocks around the checking pos
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	Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
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	Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
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	Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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	Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
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	for (std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
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	{
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		Vector3i *Pos = (*it);
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		char BlockID = m_World.GetBlock(Pos->x, Pos->y, Pos->z);
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		if(IsAllowedBlock(BlockID))
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		{
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			char Meta = m_World.GetBlockMeta(Pos->x, Pos->y, Pos->z);
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			if(Meta > LowestPoint)
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			{
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				LowestPoint = Meta;
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				X = Pos->x;
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				Y = Pos->y;
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				Z = Pos->z;
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			}
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		}else if(BlockID == E_BLOCK_AIR)
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		{
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			LowestPoint = 9;		//This always dominates
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			X = Pos->x;
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			Y = Pos->y;
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			Z = Pos->z;
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		}
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		delete Pos;
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	}
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	if (LowestPoint == m_World.GetBlockMeta(a_X, a_Y, a_Z))
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		return NONE;
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	if (a_X - X > 0)
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	{
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		return X_MINUS;
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	}
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	if (a_X - X < 0)
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	{
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		return X_PLUS;
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	}
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	if (a_Z - Z > 0)
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	{
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		return Z_MINUS;
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	}
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	if (a_Z - Z < 0)
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	{
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		return Z_PLUS;
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	}
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	return NONE;
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}
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