Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead) git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			693 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			693 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "Globals.h"
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#include <set>
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#include <queue>
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#include "FluidSimulator.h"
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#include "World.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 "Item.h"
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#include "Blocks/BlockHandler.h"
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//#define DEBUG_FLUID
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#ifdef DEBUG_FLUID
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#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
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#else
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#define LOG_FLUID(...)
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#endif
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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::set < Vector3i >() )
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		, m_Simulator (a_Simulator)
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		, m_Buffer( new std::set< 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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	void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
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	{
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		Vector3i LevelPoints [] = {
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				Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
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				Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
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				Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
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				Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.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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			Vector3i cur = LevelPoints[i];
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			switch(m_Relief[cur.x][cur.z])
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			{
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				case E_HOLE:
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				{
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					m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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					m_CurResult|=m_StartSide[cur.x][cur.z];
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					m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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					LOG_FLUID("Hole found: %d	\t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
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					LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
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				}break;
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				case E_BLOCK:
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				{}break;
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				case E_PLAIN:
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				{
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					if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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					{
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						m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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						m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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						m_WaveQueue.push(cur);
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					}
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					else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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					{
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						m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
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					}
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					LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
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				}
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			}
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		}
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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; //result
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		Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
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		//TODO: rewrite without relief, get blocks directly in algorithm
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		for(int x=0; x<AREA_WIDTH; x++) 
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		{
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			for(int z=0; z<AREA_WIDTH; z++)
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			{
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				char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
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				char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
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				if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
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				{
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					m_Relief[x][z] = E_BLOCK;
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				}
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				else if(m_Simulator->IsSolidBlock(DownBlock))
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				{
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					m_Relief[x][z] = E_PLAIN;
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				}
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				else
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				{
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					m_Relief[x][z] = E_HOLE;
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				}
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				m_WayLength[x][z] = 255;
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				m_StartSide[x][z] = E_SIDE_NONE;
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			}
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			LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
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		}
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		m_NearestHole = 5;
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		m_CurResult = 0;
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		while(!m_WaveQueue.empty()) m_WaveQueue.pop();
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		int left = AREA_WIDTH/2 - 1;
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		int right = AREA_WIDTH/2 + 1;
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		int center = AREA_WIDTH/2;
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		Vector3i r(right, 0, center); //right block
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		Vector3i l(left, 0, center); //left block
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		Vector3i f(center, 0, right); //front block
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		Vector3i b(center, 0, left); //back block
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		Vector3i c(center, 0, center); //center block
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		m_WayLength[c.x][c.z] = 0;
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		Vector3i Nearest[] = {r, l, f, b};
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		unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
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		for(int i=0; i<4; i++)
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		{
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			Vector3i cur = Nearest[i];
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			switch(m_Relief[cur.x][cur.z])
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			{
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				case E_HOLE:
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				{
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					m_StartSide[cur.x][cur.z] = Sides[i];
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					m_CurResult |= m_StartSide[cur.x][cur.z];
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					m_NearestHole = 1;
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					LOG_FLUID("Hole found: %d	\t curResult: %d", int(Sides[i]), int(m_CurResult) );
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				}break;
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				case E_BLOCK:
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				{}break;
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				case E_PLAIN:
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				{
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					m_WaveQueue.push(cur);
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					m_StartSide[cur.x][cur.z] = Sides[i];
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					m_WayLength[cur.x][cur.z] = 1;
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					LOG_FLUID("Plain found: %d", int(Sides[i]));
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				}
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			}
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		}
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		Vector3i curBlock;
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		bool bContinue = !m_WaveQueue.empty();
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		if(!m_WaveQueue.empty())
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		{
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			curBlock = m_WaveQueue.front();
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			bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
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		}
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		while(bContinue)
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		{
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			LOG_FLUID("while iteration" );
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			curBlock = m_WaveQueue.front();
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			UpdateWave(CornerGlobal, curBlock);
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			m_WaveQueue.pop();
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			bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
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		}
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		if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
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		if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
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		if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
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		if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
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		if(Points.empty())
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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::set< Vector3i >* m_ActiveFluid;
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	std::set< Vector3i >* m_Buffer;
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	cWorld* m_World;
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	cFluidSimulator *m_Simulator;
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	const static int AREA_WIDTH = 11; 
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	const static unsigned char E_SIDE_RIGHT = 0x10;
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	const static unsigned char E_SIDE_LEFT = 0x20;
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	const static unsigned char E_SIDE_FRONT = 0x40;
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	const static unsigned char E_SIDE_BACK = 0x80;
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	const static unsigned char E_SIDE_NONE = 0x00;
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	enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
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	eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
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	unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
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	unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
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	std::queue<Vector3i> m_WaveQueue;
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	int m_NearestHole;
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	unsigned char m_CurResult;
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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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	char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
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	if (!IsAllowedBlock(BlockType))		//This should save very much time because it doesn<73>t have to iterate through all blocks
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	{
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		return;
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	}
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	std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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	ActiveFluid.insert( 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 + m_FlowReduction;
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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 + m_FlowReduction ) 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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	{
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		return;
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	}
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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::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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	for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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	{
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		const Vector3i & pos = *itr;
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		if(UniqueSituation(pos))
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		{
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			continue;
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		}
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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( BlockID == m_StationaryFluidBlock) Meta = 0;
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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) && !IsStationaryBlock(DownID) ) // free for fluid 
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				{
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					if (bWashedAwayItem)
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					{
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						cBlockHandler * Handler = BlockHandler(DownID);
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						if (Handler->DoesDropOnUnsuitable())
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						{
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							Handler->DropBlock(m_World, pos.x, pos.y - 1, pos.z);
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						}
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					}
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					if (pos.y > 0)
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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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						ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
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					}
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				}
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				if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // 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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						ApplyUniqueToNearest(pos);
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					}
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					else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // 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 (!IsPassableForFluid(BlockID)) continue;
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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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									cBlockHandler * Handler = BlockHandler(DownID);
 | 
						||
									if (Handler->DoesDropOnUnsuitable())
 | 
						||
									{
 | 
						||
										Handler->DropBlock(m_World, p.x, p.y, p.z);
 | 
						||
									}
 | 
						||
								}
 | 
						||
 | 
						||
								if (p.y == pos.y)
 | 
						||
								{
 | 
						||
									m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
 | 
						||
								}
 | 
						||
								else
 | 
						||
								{
 | 
						||
									m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
 | 
						||
								}
 | 
						||
								AddBlock( p.x, p.y, p.z );
 | 
						||
								ApplyUniqueToNearest(p);
 | 
						||
							}
 | 
						||
							else // it's fluid
 | 
						||
							{
 | 
						||
								char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
 | 
						||
								if( PointMeta > Meta + m_FlowReduction )
 | 
						||
								{
 | 
						||
									AddBlock( p.x, p.y, p.z );
 | 
						||
									ApplyUniqueToNearest(p);
 | 
						||
								}
 | 
						||
							}
 | 
						||
						}
 | 
						||
					}
 | 
						||
				}
 | 
						||
			}
 | 
						||
			else// not fed
 | 
						||
			{
 | 
						||
				m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
 | 
						||
				WakeUp( pos.x, pos.y, pos.z );
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
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::IsStationaryBlock (BLOCKTYPE a_BlockType)
 | 
						||
{
 | 
						||
	return a_BlockType == m_StationaryFluidBlock;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
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 !(a_BlockType == E_BLOCK_AIR
 | 
						||
		|| a_BlockType == E_BLOCK_FIRE
 | 
						||
		|| IsBlockLava(a_BlockType)
 | 
						||
		|| IsBlockWater(a_BlockType)
 | 
						||
		|| CanWashAway(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 beeing 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;
 | 
						||
	*/
 | 
						||
 | 
						||
	char 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;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
 | 
						||
{
 | 
						||
	bool result = false;
 | 
						||
 | 
						||
	char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
 | 
						||
	char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
 | 
						||
 | 
						||
	if(IsBlockWater(BlockId))
 | 
						||
	{
 | 
						||
 | 
						||
		char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
 | 
						||
		if(IsBlockLava(UpperBlock))
 | 
						||
		{
 | 
						||
			m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
 | 
						||
		}
 | 
						||
 | 
						||
	
 | 
						||
		if(BlockId != E_BLOCK_STATIONARY_WATER)
 | 
						||
		{
 | 
						||
			char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
 | 
						||
			if(IsSolidBlock(DownBlockId))
 | 
						||
			{
 | 
						||
				Vector3i LevelPoints [] = {
 | 
						||
						Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
 | 
						||
						Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
 | 
						||
						Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
 | 
						||
						Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
 | 
						||
				};
 | 
						||
				int SourceBlocksCount = 0;
 | 
						||
				for(int i=0; i<4; i++)
 | 
						||
				{
 | 
						||
					if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
 | 
						||
					{
 | 
						||
						SourceBlocksCount++;
 | 
						||
					}
 | 
						||
				}
 | 
						||
				if(SourceBlocksCount>=2)
 | 
						||
				{
 | 
						||
					m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
 | 
						||
				}
 | 
						||
			}
 | 
						||
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	if(IsBlockLava(BlockId))
 | 
						||
	{
 | 
						||
		bool bWater = false;
 | 
						||
 | 
						||
		char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
 | 
						||
		if (IsBlockWater(UpperBlock))
 | 
						||
		{
 | 
						||
			bWater = true;
 | 
						||
		}
 | 
						||
		else
 | 
						||
		{
 | 
						||
			Vector3i LevelPoints [] = {
 | 
						||
					Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
 | 
						||
					Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
 | 
						||
					Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
 | 
						||
					Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
 | 
						||
			};
 | 
						||
 | 
						||
			for(int i=0; i<4; i++)
 | 
						||
			{
 | 
						||
				if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
 | 
						||
				{
 | 
						||
					bWater = true;
 | 
						||
				}
 | 
						||
			}
 | 
						||
		}
 | 
						||
 | 
						||
 | 
						||
		if(bWater)
 | 
						||
		{
 | 
						||
			if(BlockId == E_BLOCK_STATIONARY_LAVA)
 | 
						||
			{
 | 
						||
				m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
 | 
						||
			}
 | 
						||
			else if (Meta<m_MaxHeight)
 | 
						||
			{
 | 
						||
				m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	return result;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
 | 
						||
{
 | 
						||
	Vector3i NearPoints [] = {
 | 
						||
			Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
 | 
						||
			Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
 | 
						||
			Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
 | 
						||
			Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
 | 
						||
			Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
 | 
						||
	};
 | 
						||
 | 
						||
	for(int i=0; i<5; i++)
 | 
						||
	{
 | 
						||
		UniqueSituation(NearPoints[i]);
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 |