
Moved all simulators into a subfolder. Replaced cWaterSimulator and cLavaSimulator with a generic cFluidSimulator. Moved original fluid simulation into cClassicFluidSimulator. Fluid simulator parameters (MaxHeight, Falloff) are read from the world.ini file (can have nether-like lava with lower falloff) git-svn-id: http://mc-server.googlecode.com/svn/trunk@956 0a769ca7-a7f5-676a-18bf-c427514a06d6
59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
|
|
// ClassicFluidSimulator.h
|
|
|
|
// Interfaces to the cClassicFluidSimulator class representing the original MCServer's fluid simulator
|
|
|
|
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
#include "FluidSimulator.h"
|
|
|
|
|
|
|
|
|
|
|
|
class cClassicFluidSimulator :
|
|
public cFluidSimulator
|
|
{
|
|
public:
|
|
cClassicFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, NIBBLETYPE a_MaxHeight, NIBBLETYPE a_Falloff);
|
|
~cClassicFluidSimulator();
|
|
|
|
// cSimulator overrides:
|
|
virtual void Simulate(float a_Dt) override;
|
|
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) override;
|
|
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
|
|
|
|
// cFluidSimulator overrides:
|
|
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true) override;
|
|
|
|
bool CanWashAway (BLOCKTYPE a_BlockType);
|
|
bool IsSolidBlock(BLOCKTYPE a_BlockType);
|
|
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
|
|
|
|
protected:
|
|
NIBBLETYPE GetHighestLevelAround(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
|
|
/// Applies special rules such as generation of water between sources, returns false if it is necessary to apply general rules
|
|
bool UniqueSituation(Vector3i a_Pos);
|
|
|
|
void ApplyUniqueToNearest(Vector3i a_Pos);
|
|
|
|
float m_Timer;
|
|
|
|
// fwd: ClassicFluidSimulator.cpp
|
|
class FluidData;
|
|
|
|
FluidData * m_Data;
|
|
|
|
NIBBLETYPE m_MaxHeight;
|
|
NIBBLETYPE m_Falloff;
|
|
} ;
|
|
|
|
|
|
|
|
|