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-rw-r--r--source/Vector3i.h1
-rw-r--r--source/cFluidSimulator.cpp373
-rw-r--r--source/cFluidSimulator.h6
-rw-r--r--source/cLavaSimulator.cpp6
-rw-r--r--source/cLavaSimulator.h1
-rw-r--r--source/cWaterSimulator.cpp8
-rw-r--r--source/cWaterSimulator.h1
7 files changed, 338 insertions, 58 deletions
diff --git a/source/Vector3i.h b/source/Vector3i.h
index 676e7ba21..7fbd74b5a 100644
--- a/source/Vector3i.h
+++ b/source/Vector3i.h
@@ -32,6 +32,7 @@ public: //tolua_export
friend Vector3i operator * ( const Vector3i& v, const int f ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
friend Vector3i operator * ( const Vector3i& v1, const Vector3i& v2 ) { return Vector3i( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z ); }
friend Vector3i operator * ( const int f, const Vector3i& v ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
+ friend bool operator < ( const Vector3i& v1, const Vector3i& v2 ) { return (v1.x<v2.x)||(v1.x==v2.x && v1.y<v2.y)||(v1.x==v2.x && v1.y == v2.y && v1.z<v2.z); }
int x, y, z; //tolua_export
}; //tolua_export \ No newline at end of file
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
index e4f0aa85a..2d8952a05 100644
--- a/source/cFluidSimulator.cpp
+++ b/source/cFluidSimulator.cpp
@@ -1,21 +1,29 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
+#include "Globals.h"
#include "cFluidSimulator.h"
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
+#include <set>
#include "cPickup.h"
#include "cItem.h"
+#include <queue>
+
+//#define DEBUG_FLUID
+#ifdef DEBUG_FLUID
+#define LOG_FLUID(...) LOGWARN( __VA_ARGS__ )
+#else
+#define LOG_FLUID(...)
+#endif
+
class cFluidSimulator::FluidData
{
public:
FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
- : m_ActiveFluid( new std::list < Vector3i >() )
+ : m_ActiveFluid( new std::set < Vector3i >() )
, m_Simulator (a_Simulator)
- , m_Buffer( new std::list< Vector3i >() )
+ , m_Buffer( new std::set< Vector3i >() )
, m_World( a_World )
{}
@@ -25,39 +33,156 @@ public:
delete m_ActiveFluid;
}
- std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
+ void UpdateWave(Vector3i a_LeftCorner, Vector3i a_CurBlock)
{
- std::vector< Vector3i > Points;
- if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
+ Vector3i LevelPoints [] = {
+ Vector3i( a_CurBlock.x-1, a_CurBlock.y, a_CurBlock.z ),
+ Vector3i( a_CurBlock.x+1, a_CurBlock.y, a_CurBlock.z ),
+ Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z-1 ),
+ Vector3i( a_CurBlock.x, a_CurBlock.y, a_CurBlock.z+1 ),
+ };
+
+ for(int i=0; i<4; i++)
{
- Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
- return Points;
+ Vector3i cur = LevelPoints[i];
+ switch(m_Relief[cur.x][cur.z])
+ {
+ case E_HOLE:
+ {
+ m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ m_CurResult|=m_StartSide[cur.x][cur.z];
+ m_NearestHole = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
+ LOG_FLUID("Hole found: %d \t curResult: %d", int(m_StartSide[cur.x][cur.z]), int(m_CurResult) );
+ LOG_FLUID("Coordinates: (%d, %d)", cur.x, cur.z);
+ }break;
+
+ case E_BLOCK:
+ {}break;
+
+ case E_PLAIN:
+ {
+ if (m_WayLength[cur.x][cur.z] > m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
+ {
+ m_WayLength[cur.x][cur.z] = m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1;
+ m_StartSide[cur.x][cur.z] = m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ m_WaveQueue.push(cur);
+ }
+ else if(m_WayLength[cur.x][cur.z] == m_WayLength[a_CurBlock.x][a_CurBlock.z] + 1)
+ {
+ m_StartSide[cur.x][cur.z] |= m_StartSide[a_CurBlock.x][a_CurBlock.z];
+ }
+ LOG_FLUID("Plain step: (%d, %d) from %d", cur.x, cur.z, m_StartSide[cur.x][cur.z]);
+ }
+ }
}
+ }
- Vector3i LowerPoints [] = {
- Vector3i( a_X-1, a_Y-1, a_Z ),
- Vector3i( a_X+1, a_Y-1, a_Z ),
- Vector3i( a_X, a_Y-1, a_Z-1 ),
- Vector3i( a_X, a_Y-1, a_Z+1 ),
- };
- bool bFluidFound = false;
- for( int i = 0; i < 4; ++i )
+ std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
+ {
+
+ std::vector< Vector3i > Points; //result
+
+ Vector3i CornerGlobal(a_X - AREA_WIDTH/2, a_Y, a_Z - AREA_WIDTH/2);
+
+ //TODO: rewrite without relief, get blocks directly in algorithm
+ for(int x=0; x<AREA_WIDTH; x++)
{
- char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
- char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
- if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
+ for(int z=0; z<AREA_WIDTH; z++)
{
- Points.push_back( LowerPoints[i] );
- LowerPoints[i].y = a_Y;
- Points.push_back( LowerPoints[i] );
+ char UpperBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y, CornerGlobal.z + z );
+ char DownBlock = m_World->GetBlock( CornerGlobal.x + x, CornerGlobal.y-1, CornerGlobal.z + z );
+
+ if(m_Simulator->IsSolidBlock(UpperBlock)||(m_Simulator->IsStationaryBlock(UpperBlock)))
+ {
+ m_Relief[x][z] = E_BLOCK;
+ }
+ else if(m_Simulator->IsSolidBlock(DownBlock))
+ {
+ m_Relief[x][z] = E_PLAIN;
+ }
+ else
+ {
+ m_Relief[x][z] = E_HOLE;
+ }
+ m_WayLength[x][z] = 255;
+ m_StartSide[x][z] = E_SIDE_NONE;
}
- else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
+ 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]);
+ }
+
+ m_NearestHole = 5;
+ m_CurResult = 0;
+ while(!m_WaveQueue.empty()) m_WaveQueue.pop();
+
+ int left = AREA_WIDTH/2 - 1;
+ int right = AREA_WIDTH/2 + 1;
+ int center = AREA_WIDTH/2;
+
+ Vector3i r(right, 0, center); //right block
+ Vector3i l(left, 0, center); //left block
+ Vector3i f(center, 0, right); //front block
+ Vector3i b(center, 0, left); //back block
+ Vector3i c(center, 0, center); //center block
+
+ m_WayLength[c.x][c.z] = 0;
+
+ Vector3i Nearest[] = {r, l, f, b};
+ unsigned char Sides[] = {E_SIDE_RIGHT, E_SIDE_LEFT, E_SIDE_FRONT, E_SIDE_BACK};
+
+ for(int i=0; i<4; i++)
+ {
+ Vector3i cur = Nearest[i];
+ switch(m_Relief[cur.x][cur.z])
{
- bFluidFound = true;
+ case E_HOLE:
+ {
+ m_StartSide[cur.x][cur.z] = Sides[i];
+ m_CurResult |= m_StartSide[cur.x][cur.z];
+ m_NearestHole = 1;
+ LOG_FLUID("Hole found: %d \t curResult: %d", int(Sides[i]), int(m_CurResult) );
+ }break;
+
+ case E_BLOCK:
+ {}break;
+
+ case E_PLAIN:
+ {
+ m_WaveQueue.push(cur);
+ m_StartSide[cur.x][cur.z] = Sides[i];
+ m_WayLength[cur.x][cur.z] = 1;
+ LOG_FLUID("Plain found: %d", int(Sides[i]));
+ }
}
}
- if( Points.size() == 0 && !bFluidFound )
+ Vector3i curBlock;
+
+ bool bContinue = !m_WaveQueue.empty();
+
+ if(!m_WaveQueue.empty())
+ {
+ curBlock = m_WaveQueue.front();
+ bContinue = (m_WayLength[curBlock.x][curBlock.z] < m_NearestHole);
+ }
+
+ while(bContinue)
+ {
+ LOG_FLUID("while iteration" );
+ curBlock = m_WaveQueue.front();
+ UpdateWave(CornerGlobal, curBlock);
+ m_WaveQueue.pop();
+
+ bContinue = ( (!m_WaveQueue.empty()) && (m_WayLength[m_WaveQueue.front().x][m_WaveQueue.front().z] < m_NearestHole) );
+ }
+
+
+
+ if(m_CurResult & E_SIDE_LEFT) Points.push_back(Vector3i( a_X-1, a_Y, a_Z ));
+ if(m_CurResult & E_SIDE_RIGHT) Points.push_back(Vector3i( a_X+1, a_Y, a_Z ));
+ if(m_CurResult & E_SIDE_FRONT) Points.push_back(Vector3i( a_X, a_Y, a_Z+1 ));
+ if(m_CurResult & E_SIDE_BACK) Points.push_back(Vector3i( a_X, a_Y, a_Z-1 ));
+
+ if(Points.empty())
{
Vector3i LevelPoints [] = {
Vector3i( a_X-1, a_Y, a_Z ),
@@ -72,13 +197,35 @@ public:
Points.push_back( LevelPoints[i] );
}
}
+
return Points;
+
+
}
- std::list< Vector3i >* m_ActiveFluid;
- std::list< Vector3i >* m_Buffer;
+ std::set< Vector3i >* m_ActiveFluid;
+ std::set< Vector3i >* m_Buffer;
cWorld* m_World;
cFluidSimulator *m_Simulator;
+
+ const static int AREA_WIDTH = 11;
+
+ const static unsigned char E_SIDE_RIGHT = 0x10;
+ const static unsigned char E_SIDE_LEFT = 0x20;
+ const static unsigned char E_SIDE_FRONT = 0x40;
+ const static unsigned char E_SIDE_BACK = 0x80;
+ const static unsigned char E_SIDE_NONE = 0x00;
+
+ enum eRelief {E_HOLE = 0, E_PLAIN = 1, E_BLOCK = 2};
+
+ eRelief m_Relief[AREA_WIDTH][AREA_WIDTH];
+ unsigned char m_WayLength[AREA_WIDTH][AREA_WIDTH];
+ unsigned char m_StartSide[AREA_WIDTH][AREA_WIDTH];
+
+ std::queue<Vector3i> m_WaveQueue;
+
+ int m_NearestHole;
+ unsigned char m_CurResult;
};
cFluidSimulator::cFluidSimulator( cWorld* a_World )
@@ -98,28 +245,20 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
return;
- // Check for duplicates
- std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
- for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
- {
- Vector3i & Pos = *itr;
- if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
- return;
- }
-
- ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
+ std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
}
char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
{
- char Max = m_MaxHeight + 1;
+ char Max = m_MaxHeight + m_FlowReduction;
#define __HIGHLEVEL_CHECK__( x, y, z ) \
if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
{ \
char Meta; \
if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
- else if( Meta == m_MaxHeight + 1 ) Max = 0; \
+ else if( Meta == m_MaxHeight + m_FlowReduction ) Max = 0; \
if( Max == 0 ) return 0; \
}
@@ -141,18 +280,24 @@ void cFluidSimulator::Simulate( float a_Dt )
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
m_Data->m_ActiveFluid->clear();
- std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
- for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+ std::set< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+ for( std::set< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
{
+ const Vector3i & pos = *itr;
+
+ if(UniqueSituation(pos))
+ {
+ continue;
+ }
- Vector3i & pos = *itr;
char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
if( IsAllowedBlock( BlockID ) ) // only care about own fluid
{
bool bIsFed = false;
char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
char Feed = Meta;
- if( Meta & 8 ) // Falling fluid
+ if( BlockID == m_StationaryFluidBlock) Meta = 0;
+ if( Meta == 8 ) // Falling fluid
{
if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
{
@@ -175,7 +320,7 @@ void cFluidSimulator::Simulate( float a_Dt )
{
char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
bool bWashedAwayItem = CanWashAway( DownID );
- if( IsPassableForFluid(DownID) || bWashedAwayItem ) // free for fluid
+ if( (IsPassableForFluid(DownID) || bWashedAwayItem)&&!IsStationaryBlock(DownID) ) // free for fluid
{
if( bWashedAwayItem )
{
@@ -185,15 +330,17 @@ void cFluidSimulator::Simulate( float a_Dt )
m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
AddBlock( pos.x, pos.y-1, pos.z );
+ ApplyUniqueToNearest(pos - Vector3i(0, 1, 0));
}
- else // Not falling
+ if(IsSolidBlock(DownID)||( BlockID == m_StationaryFluidBlock)) // Not falling
{
if( Feed + m_FlowReduction < Meta )
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
AddBlock( pos.x, pos.y, pos.z );
+ ApplyUniqueToNearest(pos);
}
- else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
+ else if(( Meta < m_MaxHeight )||( BlockID == m_StationaryFluidBlock)) // max is the lowest, so it cannot spread
{
std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
@@ -201,6 +348,9 @@ void cFluidSimulator::Simulate( float a_Dt )
Vector3i & p = *itr;
char BlockID = m_World->GetBlock( p.x, p.y, p.z );
bool bWashedAwayItem = CanWashAway( BlockID );
+
+ if(!IsPassableForFluid(BlockID)) continue;
+
if( !IsAllowedBlock( BlockID ) )
{
if( bWashedAwayItem )
@@ -210,10 +360,15 @@ void cFluidSimulator::Simulate( float a_Dt )
}
if( p.y == pos.y )
+ {
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
+ }
else
+ {
m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
+ }
AddBlock( p.x, p.y, p.z );
+ ApplyUniqueToNearest(p);
}
else // it's fluid
{
@@ -221,13 +376,14 @@ void cFluidSimulator::Simulate( float a_Dt )
if( PointMeta > Meta + m_FlowReduction )
{
AddBlock( p.x, p.y, p.z );
+ ApplyUniqueToNearest(p);
}
}
}
}
}
}
- else // not fed
+ else// not fed
{
m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
WakeUp( pos.x, pos.y, pos.z );
@@ -245,6 +401,11 @@ bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
|| CanWashAway(a_BlockID);
}
+bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
+{
+ return a_BlockID == m_StationaryFluidBlock;
+}
+
bool cFluidSimulator::CanWashAway( char a_BlockID )
{
switch( a_BlockID )
@@ -260,6 +421,15 @@ bool cFluidSimulator::CanWashAway( char a_BlockID )
};
}
+bool cFluidSimulator::IsSolidBlock( char a_BlockID )
+{
+ return !(a_BlockID == E_BLOCK_AIR
+ || a_BlockID == E_BLOCK_FIRE
+ || IsBlockLava(a_BlockID)
+ || IsBlockWater(a_BlockID)
+ || CanWashAway(a_BlockID));
+}
+
//TODO Not working very well yet :s
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
@@ -346,4 +516,109 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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]);
+ }
} \ No newline at end of file
diff --git a/source/cFluidSimulator.h b/source/cFluidSimulator.h
index d4379623d..afacea5f7 100644
--- a/source/cFluidSimulator.h
+++ b/source/cFluidSimulator.h
@@ -1,6 +1,7 @@
#pragma once
#include "cSimulator.h"
+#include "Vector3i.h"
//TODO This definitly needs a better naming :D but how?
@@ -29,12 +30,16 @@ public:
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;
@@ -43,6 +48,7 @@ protected:
//Customize
char m_FluidBlock;
+ char m_StationaryFluidBlock;
char m_MaxHeight;
char m_FlowReduction;
diff --git a/source/cLavaSimulator.cpp b/source/cLavaSimulator.cpp
index ea637ce3c..ad9afcdc8 100644
--- a/source/cLavaSimulator.cpp
+++ b/source/cLavaSimulator.cpp
@@ -1,14 +1,14 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
+#include "Globals.h"
#include "cLavaSimulator.h"
#include "Defines.h"
+#include "cWorld.h"
cLavaSimulator::cLavaSimulator(cWorld *a_World)
: cFluidSimulator(a_World)
{
m_FluidBlock = E_BLOCK_LAVA;
+ m_StationaryFluidBlock = E_BLOCK_STATIONARY_LAVA;
m_MaxHeight = 6;
m_FlowReduction = 2;
}
diff --git a/source/cLavaSimulator.h b/source/cLavaSimulator.h
index f0bfacb38..aa20b4d1d 100644
--- a/source/cLavaSimulator.h
+++ b/source/cLavaSimulator.h
@@ -7,5 +7,6 @@ public:
cLavaSimulator( cWorld* a_World );
virtual bool IsAllowedBlock( char a_BlockID );
+
}; \ No newline at end of file
diff --git a/source/cWaterSimulator.cpp b/source/cWaterSimulator.cpp
index 823c6c587..22f4ece00 100644
--- a/source/cWaterSimulator.cpp
+++ b/source/cWaterSimulator.cpp
@@ -1,10 +1,7 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
+#include "Globals.h"
#include "cWaterSimulator.h"
#include "Defines.h"
-
-
+#include "cWorld.h"
@@ -12,6 +9,7 @@ cWaterSimulator::cWaterSimulator(cWorld *a_World)
: cFluidSimulator(a_World)
{
m_FluidBlock = E_BLOCK_WATER;
+ m_StationaryFluidBlock = E_BLOCK_STATIONARY_WATER;
m_MaxHeight = 7;
m_FlowReduction = 1;
}
diff --git a/source/cWaterSimulator.h b/source/cWaterSimulator.h
index f43a5eeef..c00481482 100644
--- a/source/cWaterSimulator.h
+++ b/source/cWaterSimulator.h
@@ -1,5 +1,4 @@
#pragma once
-
#include "cFluidSimulator.h"
class cWaterSimulator : public cFluidSimulator