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-rw-r--r--source/Simulator/FluidSimulator.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/Simulator/FluidSimulator.h b/source/Simulator/FluidSimulator.h
index f90de5e71..ec225728e 100644
--- a/source/Simulator/FluidSimulator.h
+++ b/source/Simulator/FluidSimulator.h
@@ -30,17 +30,24 @@ class cFluidSimulator :
public:
cFluidSimulator(cWorld * a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
+ // cSimulator overrides:
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
/// Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard)
virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
+ bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
static bool CanWashAway(BLOCKTYPE a_BlockType);
bool IsSolidBlock (BLOCKTYPE a_BlockType);
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
+ /// Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account.
+ bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2);
+
protected:
BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed