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-rw-r--r--source/Simulator/FluidSimulator.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/Simulator/FluidSimulator.cpp b/source/Simulator/FluidSimulator.cpp
index 66ba40941..4648c4cde 100644
--- a/source/Simulator/FluidSimulator.cpp
+++ b/source/Simulator/FluidSimulator.cpp
@@ -8,7 +8,7 @@
-cFluidSimulator::cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
+cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
super(a_World),
m_FluidBlock(a_Fluid),
m_StationaryFluidBlock(a_StationaryFluid)
@@ -119,7 +119,7 @@ bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
// 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);
+ char BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
{
return NONE;
@@ -128,15 +128,15 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
/*
Disabled because of causing problems and being 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
+ 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;
*/
- NIBBLETYPE LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
+ NIBBLETYPE 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
+ 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);
}
@@ -154,10 +154,10 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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);
+ 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);
+ char Meta = m_World.GetBlockMeta(Pos->x, Pos->y, Pos->z);
if(Meta > LowestPoint)
{
@@ -177,7 +177,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
delete Pos;
}
- if (LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
+ if (LowestPoint == m_World.GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
if (a_X - X > 0)