mcserver/source/Simulator/FluidSimulator.cpp

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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::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
return (
(a_BlockType == E_BLOCK_AIR) ||
(a_BlockType == E_BLOCK_FIRE) ||
IsAllowedBlock(a_BlockType) ||
CanWashAway(a_BlockType)
);
}
bool cFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_CACTUS:
{
return true;
}
default:
{
return false;
}
}
}
bool cFluidSimulator::IsSolidBlock(BLOCKTYPE a_BlockType)
{
return !IsPassableForFluid(a_BlockType);
}
// 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);
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, 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
{
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;
Y = Pos->y;
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
delete Pos;
}
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;
}