LucidCube/source/Simulator/ClassicFluidSimulator.h
madmaxoft@gmail.com f7da7c2536 Preparation for multiple fluid simulators.
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
2012-10-13 09:53:28 +00:00

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;
} ;