git-svn-id: http://mc-server.googlecode.com/svn/trunk@188 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			349 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			349 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cFluidSimulator.h"
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#include "cWorld.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include "cPickup.h"
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#include "cItem.h"
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class cFluidSimulator::FluidData
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{
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public:
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	FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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		: m_ActiveFluid( new std::list < Vector3i >() )
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		, m_Simulator (a_Simulator)
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		, m_Buffer( new std::list< Vector3i >() )
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		, m_World( a_World )
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	{}
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	~FluidData()
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	{
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		delete m_Buffer;
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		delete m_ActiveFluid;
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	}
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	std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
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	{
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		std::vector< Vector3i > Points;
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		if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
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		{
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			Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
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			return Points;
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		}
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		Vector3i LowerPoints [] = {
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			Vector3i( a_X-1, a_Y-1, a_Z ),
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			Vector3i( a_X+1, a_Y-1, a_Z ),
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			Vector3i( a_X, a_Y-1, a_Z-1 ),
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			Vector3i( a_X, a_Y-1, a_Z+1 ),
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		};
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		bool bFluidFound = false;
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		for( int i = 0; i < 4; ++i )
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		{
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			char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
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			char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
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			if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
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			{
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				Points.push_back( LowerPoints[i] );
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				LowerPoints[i].y = a_Y;
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				Points.push_back( LowerPoints[i] );
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			}
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			else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
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			{
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				bFluidFound = true;
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			}
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		}
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		if( Points.size() == 0 && !bFluidFound )
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		{
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			Vector3i LevelPoints [] = {
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				Vector3i( a_X-1, a_Y, a_Z ),
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				Vector3i( a_X+1, a_Y, a_Z ),
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				Vector3i( a_X, a_Y, a_Z-1 ),
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				Vector3i( a_X, a_Y, a_Z+1 ),
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			};
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			for( int i = 0; i < 4; ++i )
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			{
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				char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
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				if( m_Simulator->IsPassableForFluid(Block) )
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					Points.push_back( LevelPoints[i] );
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			}
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		}
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		return Points;
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	}
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	std::list< Vector3i >* m_ActiveFluid;
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	std::list< Vector3i >* m_Buffer;
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	cWorld* m_World;
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	cFluidSimulator *m_Simulator;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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	: cSimulator(a_World)
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	, m_Data(0)
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{
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	m_Data = new FluidData(a_World, this);
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}
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cFluidSimulator::~cFluidSimulator()
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{
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	delete m_Data;
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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	if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))		//This should save very much time because it doesn<73>t have to iterate through all blocks
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		return;
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	// Check for duplicates
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	std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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	for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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	{
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		Vector3i & Pos = *itr;
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		if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
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			return;
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	}
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	ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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	char Max = m_MaxHeight + 1;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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	if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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	{ \
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		char Meta; \
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		if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
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		else if( Meta == m_MaxHeight + 1 ) Max = 0; \
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		if( Max == 0 ) return 0; \
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	}
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	__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
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	__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
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	__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
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	__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
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	return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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	m_Timer += a_Dt;
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	if(m_Data->m_ActiveFluid->empty())	//Nothing to do if there is no active fluid ;) saves very little time ;D
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		return;
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	std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer );	// Swap so blocks can be added to empty ActiveFluid array
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	m_Data->m_ActiveFluid->clear();
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	std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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	for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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	{
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		Vector3i & pos = *itr;
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		char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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		if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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		{
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			bool bIsFed = false;
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			char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
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			char Feed = Meta;
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			if( Meta & 8 ) // Falling fluid
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			{
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				if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) )	// Block above is fluid
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				{
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					bIsFed = true;
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					Meta = 0;	// Make it a full block
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				}
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			}
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			else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
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			{
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				bIsFed = true;
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			}
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			else
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			{
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				if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
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					bIsFed = true;
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			}
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			if( bIsFed )
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			{
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				char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
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				bool bWashedAwayItem = CanWashAway( DownID );
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				if( IsPassableForFluid(DownID) || bWashedAwayItem ) // free for fluid 
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				{
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					if( bWashedAwayItem )
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					{
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						cPickup* Pickup = new cPickup( pos.x * 32 + 16, (pos.y-1) * 32 + 16, pos.z * 32 + 16, cItem( (ENUM_ITEM_ID)DownID, 1, m_World->GetBlockMeta( pos.x, pos.y-1, pos.z ) ) );
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						Pickup->Initialize( m_World );
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					}
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					m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
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					AddBlock( pos.x, pos.y-1, pos.z );
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				}
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				else // Not falling
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				{
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					if( Feed + m_FlowReduction < Meta )
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					{
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						m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
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						AddBlock( pos.x, pos.y, pos.z );
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					}
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					else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
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					{
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						std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
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						for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
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						{
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							Vector3i & p = *itr;
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							char BlockID = m_World->GetBlock( p.x, p.y, p.z );
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							bool bWashedAwayItem = CanWashAway( BlockID );
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							if( !IsAllowedBlock( BlockID ) )
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							{
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								if( bWashedAwayItem )
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								{
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									cPickup* Pickup = new cPickup( p.x * 32 + 16, p.y * 32 + 16, p.z * 32 + 16, cItem( (ENUM_ITEM_ID)BlockID, 1, m_World->GetBlockMeta( p.x, p.y, p.z ) ) );
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									Pickup->Initialize( m_World );
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								}
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								if( p.y == pos.y )
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									m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
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								else
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									m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
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								AddBlock( p.x, p.y, p.z );
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							}
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							else // it's fluid
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							{
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								char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
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								if( PointMeta > Meta + m_FlowReduction )
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								{
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									AddBlock( p.x, p.y, p.z );
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								}
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							}
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						}
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					}
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				}
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			}
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			else // not fed
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			{
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				m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
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				WakeUp( pos.x, pos.y, pos.z );
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			}
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		}
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	}
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}
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bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
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{
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	return a_BlockID == E_BLOCK_AIR
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		|| a_BlockID == E_BLOCK_FIRE
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		|| IsAllowedBlock(a_BlockID)
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		|| CanWashAway(a_BlockID);
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}
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bool cFluidSimulator::CanWashAway( char a_BlockID )
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{
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	switch( a_BlockID )
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	{
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	case E_BLOCK_YELLOW_FLOWER:
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	case E_BLOCK_RED_ROSE:
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	case E_BLOCK_RED_MUSHROOM:
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	case E_BLOCK_BROWN_MUSHROOM:
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	case E_BLOCK_CACTUS:
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		return true;
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	default:
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		return false;
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	};
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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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	char 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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		return NONE;
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	/*
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	Disabled because of causing problems and beeing 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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	char 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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} |