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-rw-r--r--source/cFluidSimulator.h108
1 files changed, 54 insertions, 54 deletions
diff --git a/source/cFluidSimulator.h b/source/cFluidSimulator.h
index afacea5f7..4557d3ef1 100644
--- a/source/cFluidSimulator.h
+++ b/source/cFluidSimulator.h
@@ -1,55 +1,55 @@
-#pragma once
-
-#include "cSimulator.h"
-#include "Vector3i.h"
-
-
-//TODO This definitly needs a better naming :D but how?
-enum Direction
-{
- X_PLUS,
- X_MINUS,
- Y_PLUS,
- Y_MINUS,
- Z_PLUS,
- Z_MINUS,
- NONE
-};
-
-class Vector3i;
-class cWorld;
-class cFluidSimulator : public cSimulator
-{
-public:
- cFluidSimulator( cWorld* a_World );
- ~cFluidSimulator();
-
- virtual void Simulate( float a_Dt );
-
- //Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
- Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
-
- virtual bool IsAllowedBlock( char a_BlockID ) = 0;
- virtual bool IsStationaryBlock( char a_BlockID);
- virtual bool IsPassableForFluid( char a_BlockID );
- bool CanWashAway( char a_BlockID );
- bool IsSolidBlock(char a_BlockID);
-protected:
- virtual void AddBlock( int a_X, int a_Y, int a_Z);
- char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
-
- bool UniqueSituation(Vector3i a_Pos); //Applys special for this fluid rules like generation of water betwin sources, returns false if it is necessary to apply general rules
- void ApplyUniqueToNearest(Vector3i a_Pos);
-
- float m_Timer;
-
- class FluidData;
- FluidData* m_Data;
-
- //Customize
- char m_FluidBlock;
- char m_StationaryFluidBlock;
- char m_MaxHeight;
- char m_FlowReduction;
-
+#pragma once
+
+#include "cSimulator.h"
+#include "Vector3i.h"
+
+
+//TODO This definitly needs a better naming :D but how?
+enum Direction
+{
+ X_PLUS,
+ X_MINUS,
+ Y_PLUS,
+ Y_MINUS,
+ Z_PLUS,
+ Z_MINUS,
+ NONE
+};
+
+class Vector3i;
+class cWorld;
+class cFluidSimulator : public cSimulator
+{
+public:
+ cFluidSimulator( cWorld* a_World );
+ ~cFluidSimulator();
+
+ virtual void Simulate( float a_Dt );
+
+ //Gets the flowing direction. if a_Over is true also the block over the current block affects the direction (standard)
+ Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
+
+ virtual bool IsAllowedBlock( char a_BlockID ) = 0;
+ virtual bool IsStationaryBlock( char a_BlockID);
+ virtual bool IsPassableForFluid( char a_BlockID );
+ bool CanWashAway( char a_BlockID );
+ bool IsSolidBlock(char a_BlockID);
+protected:
+ virtual void AddBlock( int a_X, int a_Y, int a_Z);
+ char GetHighestLevelAround( int a_X, int a_Y, int a_Z );
+
+ bool UniqueSituation(Vector3i a_Pos); //Applys special for this fluid rules like generation of water betwin sources, returns false if it is necessary to apply general rules
+ void ApplyUniqueToNearest(Vector3i a_Pos);
+
+ float m_Timer;
+
+ class FluidData;
+ FluidData* m_Data;
+
+ //Customize
+ char m_FluidBlock;
+ char m_StationaryFluidBlock;
+ char m_MaxHeight;
+ char m_FlowReduction;
+
}; \ No newline at end of file