693 lines
16 KiB
C++
693 lines
16 KiB
C++
#include "Globals.h"
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#include <set>
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#include <queue>
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#include "cFluidSimulator.h"
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#include "cWorld.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include "cItem.h"
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#include "blocks/Block.h"
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//#define DEBUG_FLUID
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#ifdef DEBUG_FLUID
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#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
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#else
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#define LOG_FLUID(...)
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#endif
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class cFluidSimulator::FluidData
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{
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public:
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FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
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: m_ActiveFluid( new std::set < Vector3i >() )
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, m_Simulator (a_Simulator)
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, m_Buffer( new std::set< Vector3i >() )
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, m_World( a_World )
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{}
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~FluidData()
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{
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delete m_Buffer;
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delete m_ActiveFluid;
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}
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void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
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Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ),
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};
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for(int i=0; i<4; i++)
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{
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Vector3i cur = LevelPoints[i];
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switch(m_Relief[cur.x][cur.z])
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{
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_CurResult|=m_StartSide[cur.x][cur.z];
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m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
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LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
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m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
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m_WaveQueue.push(cur);
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}
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else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
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{
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m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
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}
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LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
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}
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}
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}
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}
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std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
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{
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std::vector< Vector3i > Points; //result
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Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
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//TODO: rewrite without relief, get blocks directly in algorithm
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for(int x=0; x<AREA_WIDTH; x++)
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{
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for(int z=0; z<AREA_WIDTH; z++)
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{
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char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
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char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
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if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
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{
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m_Relief[x][z] = E_BLOCK;
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}
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else if(m_Simulator->IsSolidBlock(DownBlock))
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{
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m_Relief[x][z] = E_PLAIN;
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}
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else
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{
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m_Relief[x][z] = E_HOLE;
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}
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m_WayLength[x][z] = 255;
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m_StartSide[x][z] = E_SIDE_NONE;
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}
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LOG_FLUID("%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t%d\t", m_Relief[x][0], m_Relief[x][1], m_Relief[x][2], m_Relief[x][3], m_Relief[x][4], m_Relief[x][5], m_Relief[x][6], m_Relief[x][7], m_Relief[x][8], m_Relief[x][9], m_Relief[x][10]);
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}
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m_NearestHole = 5;
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m_CurResult = 0;
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while(!m_WaveQueue.empty()) m_WaveQueue.pop();
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int left = AREA_WIDTH/2 - 1;
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int right = AREA_WIDTH/2 + 1;
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int center = AREA_WIDTH/2;
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Vector3i r(right, 0, center); //right block
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Vector3i l(left, 0, center); //left block
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Vector3i f(center, 0, right); //front block
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Vector3i b(center, 0, left); //back block
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Vector3i c(center, 0, center); //center block
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m_WayLength[c.x][c.z] = 0;
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Vector3i Nearest[] = {r, l, f, b};
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unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
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for(int i=0; i<4; i++)
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{
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Vector3i cur = Nearest[i];
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switch(m_Relief[cur.x][cur.z])
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{
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case E_HOLE:
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{
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_CurResult |= m_StartSide[cur.x][cur.z];
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m_NearestHole = 1;
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LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
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}break;
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case E_BLOCK:
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{}break;
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case E_PLAIN:
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{
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m_WaveQueue.push(cur);
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m_StartSide[cur.x][cur.z] = Sides[i];
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m_WayLength[cur.x][cur.z] = 1;
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LOG_FLUID("Plain found: %d", int(Sides[i]));
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}
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}
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}
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Vector3i curBlock;
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bool bContinue = !m_WaveQueue.empty();
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if(!m_WaveQueue.empty())
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{
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curBlock = m_WaveQueue.front();
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bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
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}
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while(bContinue)
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{
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LOG_FLUID("while iteration" );
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curBlock = m_WaveQueue.front();
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UpdateWave(CornerGlobal, curBlock);
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m_WaveQueue.pop();
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bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
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}
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if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
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if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
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if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
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if(Points.empty())
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{
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Vector3i LevelPoints [] = {
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Vector3i( a_X-1, a_Y, a_Z ),
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Vector3i( a_X+1, a_Y, a_Z ),
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Vector3i( a_X, a_Y, a_Z-1 ),
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Vector3i( a_X, a_Y, a_Z+1 ),
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};
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for( int i = 0; i < 4; ++i )
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{
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char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
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if( m_Simulator->IsPassableForFluid(Block) )
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Points.push_back( LevelPoints[i] );
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}
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}
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return Points;
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}
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std::set< Vector3i >* m_ActiveFluid;
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std::set< Vector3i >* m_Buffer;
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cWorld* m_World;
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cFluidSimulator *m_Simulator;
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const static int AREA_WIDTH = 11;
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const static unsigned char E_SIDE_RIGHT = 0x10;
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const static unsigned char E_SIDE_LEFT = 0x20;
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const static unsigned char E_SIDE_FRONT = 0x40;
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const static unsigned char E_SIDE_BACK = 0x80;
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const static unsigned char E_SIDE_NONE = 0x00;
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enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
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eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
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unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
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std::queue<Vector3i> m_WaveQueue;
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int m_NearestHole;
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unsigned char m_CurResult;
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};
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cFluidSimulator::cFluidSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Data(0)
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{
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m_Data = new FluidData(a_World, this);
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}
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cFluidSimulator::~cFluidSimulator()
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{
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delete m_Data;
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}
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn<73>t have to iterate through all blocks
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{
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return;
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}
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std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
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}
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + m_FlowReduction;
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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{ \
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char Meta; \
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if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
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else if( Meta == m_MaxHeight + m_FlowReduction ) Max = 0; \
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if( Max == 0 ) return 0; \
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}
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__HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
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__HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
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return Max;
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}
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void cFluidSimulator::Simulate( float a_Dt )
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{
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m_Timer += a_Dt;
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if (m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
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{
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return;
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}
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std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
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m_Data->m_ActiveFluid->clear();
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std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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const Vector3i & pos = *itr;
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if(UniqueSituation(pos))
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{
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continue;
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}
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char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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{
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bool bIsFed = false;
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char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
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char Feed = Meta;
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if( BlockID == m_StationaryFluidBlock) Meta = 0;
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if( Meta == 8 ) // Falling fluid
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{
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if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
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{
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bIsFed = true;
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Meta = 0; // Make it a full block
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}
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}
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else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
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{
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bIsFed = true;
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}
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else
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{
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if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
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bIsFed = true;
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}
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if( bIsFed )
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{
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char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
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bool bWashedAwayItem = CanWashAway( DownID );
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if( (IsPassableForFluid(DownID) || bWashedAwayItem) && !IsStationaryBlock(DownID) ) // free for fluid
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{
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if( bWashedAwayItem )
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{
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cBlockHandler * Handler = BlockHandler(DownID);
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if(Handler->DropOnUnsuitable())
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{
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Handler->DropBlock(m_World, pos.x, pos.y - 1, pos.z);
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}
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}
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if (pos.y > 0)
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{
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m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
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AddBlock( pos.x, pos.y-1, pos.z );
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ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
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}
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}
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if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
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{
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if( Feed + m_FlowReduction < Meta )
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
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AddBlock( pos.x, pos.y, pos.z );
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ApplyUniqueToNearest(pos);
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}
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else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
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{
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std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
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for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
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{
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Vector3i & p = *itr;
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char BlockID = m_World->GetBlock( p.x, p.y, p.z );
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bool bWashedAwayItem = CanWashAway( BlockID );
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if (!IsPassableForFluid(BlockID)) continue;
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if (!IsAllowedBlock(BlockID))
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{
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if (bWashedAwayItem)
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{
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cBlockHandler * Handler = BlockHandler(DownID);
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if(Handler->DropOnUnsuitable())
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{
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Handler->DropBlock(m_World, p.x, p.y, p.z);
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}
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}
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if( p.y == pos.y )
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{
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
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}
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else
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{
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m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
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}
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AddBlock( p.x, p.y, p.z );
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ApplyUniqueToNearest(p);
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}
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else // it's fluid
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{
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char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
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if( PointMeta > Meta + m_FlowReduction )
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{
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AddBlock( p.x, p.y, p.z );
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ApplyUniqueToNearest(p);
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}
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}
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}
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}
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}
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}
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else// not fed
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{
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m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
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WakeUp( pos.x, pos.y, pos.z );
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}
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}
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}
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}
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bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
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{
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return a_BlockID == E_BLOCK_AIR
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|| a_BlockID == E_BLOCK_FIRE
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|| IsAllowedBlock(a_BlockID)
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|| CanWashAway(a_BlockID);
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}
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bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
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{
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return a_BlockID == m_StationaryFluidBlock;
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}
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bool cFluidSimulator::CanWashAway( char a_BlockID )
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{
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switch( a_BlockID )
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{
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case E_BLOCK_YELLOW_FLOWER:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_CACTUS:
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return true;
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default:
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return false;
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};
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}
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bool cFluidSimulator::IsSolidBlock( char a_BlockID )
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{
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return !(a_BlockID == E_BLOCK_AIR
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|| a_BlockID == E_BLOCK_FIRE
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|| IsBlockLava(a_BlockID)
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|| IsBlockWater(a_BlockID)
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|| CanWashAway(a_BlockID));
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}
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//TODO Not working very well yet :s
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Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
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if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
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return NONE;
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/*
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||
Disabled because of causing problems and beeing 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;
|
||
*/
|
||
|
||
char 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;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
|
||
{
|
||
bool result = false;
|
||
|
||
char BlockId = m_World->GetBlock( a_Pos.x, a_Pos.y, a_Pos.z );
|
||
char Meta = m_World->GetBlockMeta( a_Pos.x, a_Pos.y, a_Pos.z );
|
||
|
||
if(IsBlockWater(BlockId))
|
||
{
|
||
|
||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||
if(IsBlockLava(UpperBlock))
|
||
{
|
||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STONE, 0);
|
||
}
|
||
|
||
|
||
if(BlockId != E_BLOCK_STATIONARY_WATER)
|
||
{
|
||
char DownBlockId = m_World->GetBlock( a_Pos.x, a_Pos.y-1, a_Pos.z );
|
||
if(IsSolidBlock(DownBlockId))
|
||
{
|
||
Vector3i LevelPoints [] = {
|
||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||
};
|
||
int SourceBlocksCount = 0;
|
||
for(int i=0; i<4; i++)
|
||
{
|
||
if (m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)==E_BLOCK_STATIONARY_WATER)
|
||
{
|
||
SourceBlocksCount++;
|
||
}
|
||
}
|
||
if(SourceBlocksCount>=2)
|
||
{
|
||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_STATIONARY_WATER, 0);
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
if(IsBlockLava(BlockId))
|
||
{
|
||
bool bWater = false;
|
||
|
||
char UpperBlock = m_World->GetBlock( a_Pos.x, a_Pos.y + 1, a_Pos.z );
|
||
if (IsBlockWater(UpperBlock))
|
||
{
|
||
bWater = true;
|
||
}
|
||
else
|
||
{
|
||
Vector3i LevelPoints [] = {
|
||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||
};
|
||
|
||
for(int i=0; i<4; i++)
|
||
{
|
||
if (IsBlockWater(m_World->GetBlock(LevelPoints[i].x, LevelPoints[i].y, LevelPoints[i].z)))
|
||
{
|
||
bWater = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
if(bWater)
|
||
{
|
||
if(BlockId == E_BLOCK_STATIONARY_LAVA)
|
||
{
|
||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_OBSIDIAN, 0);
|
||
}
|
||
else if (Meta<m_MaxHeight)
|
||
{
|
||
m_World->SetBlock(a_Pos.x, a_Pos.y, a_Pos.z, E_BLOCK_COBBLESTONE, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
|
||
|
||
|
||
|
||
void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
|
||
{
|
||
Vector3i NearPoints [] = {
|
||
Vector3i( a_Pos.x-1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x+1, a_Pos.y, a_Pos.z ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z-1 ),
|
||
Vector3i( a_Pos.x, a_Pos.y, a_Pos.z+1 ),
|
||
Vector3i( a_Pos.x, a_Pos.y-1, a_Pos.z )
|
||
};
|
||
|
||
for(int i=0; i<5; i++)
|
||
{
|
||
UniqueSituation(NearPoints[i]);
|
||
}
|
||
}
|
||
|
||
|
||
|
||
|