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#include "Globals.h"
#include "FluidSimulator.h"
#include "../World.h"
cFluidSimulator::cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
super(a_World),
m_FluidBlock(a_Fluid),
m_StationaryFluidBlock(a_StationaryFluid)
{
}
bool cFluidSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
}
bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
case E_BLOCK_COBWEB:
case E_BLOCK_CROPS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_LILY_PAD:
case E_BLOCK_RAIL:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_RED_ROSE:
case E_BLOCK_SNOW:
case E_BLOCK_SUGARCANE:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_TRIPWIRE:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_TORCH:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_VINES:
{
return true;
}
default:
{
return false;
}
}
}
bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
{
return !IsPassableForFluid(a_BlockType);
}
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::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
{
if (a_Meta1 == 0)
{
// Source block is higher than anything, even itself.
return true;
}
if ((a_Meta1 & 0x08) != 0)
{
// Falling fluid is higher than anything, including self
return true;
}
if (a_Meta2 == 0)
{
// Second block is a source and first block isn't
return false;
}
if ((a_Meta2 & 0x08) != 0)
{
// Second block is falling and the first one is neither a source nor falling
return false;
}
// All special cases have been handled, now it's just a raw comparison:
return (a_Meta1 < a_Meta2);
}
// TODO Not working very well yet :s
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
if ((a_Y < 0) || (a_Y >= cChunkDef::Height))
{
return NONE;
}
BLOCKTYPE 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 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
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
int X = 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;
Z = Pos->z;
}
}
else if (BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; // This always dominates
X = Pos->x;
Z = Pos->z;
}
delete Pos;
Pos = nullptr;
}
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;
}
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