Exemple #1
0
bool cFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
{
	return (
		(a_BlockType == E_BLOCK_AIR) ||
		(a_BlockType == E_BLOCK_FIRE) ||
		IsAllowedBlock(a_BlockType) ||
		CanWashAway(a_BlockType)
	);
}
void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_NewMeta)
{
	ASSERT(a_NewMeta <= 8);  // Invalid meta values
	ASSERT(a_NewMeta > 0);  // Source blocks aren't spread

	a_NearChunk = a_NearChunk->GetRelNeighborChunkAdjustCoords(a_RelX, a_RelZ);
	if ((a_NearChunk == NULL) || (!a_NearChunk->IsValid()))
	{
		// Chunk not available
		return;
	}

	const int BlockX = a_NearChunk->GetPosX() * cChunkDef::Width + a_RelX;
	const int BlockZ = a_NearChunk->GetPosZ() * cChunkDef::Width + a_RelZ;
	
	BLOCKTYPE BlockType;
	NIBBLETYPE BlockMeta;
	a_NearChunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, BlockType, BlockMeta);
	
	if (IsAllowedBlock(BlockType))
	{
		if ((BlockMeta == a_NewMeta) || IsHigherMeta(BlockMeta, a_NewMeta))
		{
			// Don't spread there, there's already a higher or same level there
			return;
		}
	}

	// Check water - lava interaction:
	if (m_FluidBlock == E_BLOCK_LAVA)
	{
		if (IsBlockWater(BlockType))
		{
			// Lava flowing into water, change to stone / cobblestone based on direction:
			BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
			FLOG("  Lava flowing into water, turning water at rel {%d, %d, %d} into stone", 
				a_RelX, a_RelY, a_RelZ,
				ItemTypeToString(NewBlock).c_str()
			);
			a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);

			a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
			return;
		}
	}
	else if (m_FluidBlock == E_BLOCK_WATER)
	{
		if (IsBlockLava(BlockType))
		{
			// Water flowing into lava, change to cobblestone / obsidian based on dest block:
			BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
			FLOG("  Water flowing into lava, turning lava at rel {%d, %d, %d} into %s", 
				a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
			);
			a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);

			a_NearChunk->BroadcastSoundEffect("random.fizz", BlockX * 8, a_RelY * 8, BlockZ * 8, 0.5f, 1.5f);
			return;
		}
	}
	else
	{
		ASSERT(!"Unknown fluid!");
	}
	
	if (!IsPassableForFluid(BlockType))
	{
		// Can't spread there
		return;
	}
	
	// Wash away the block there, if possible:
	if (CanWashAway(BlockType))
	{
		cBlockHandler * Handler = BlockHandler(BlockType);
		if (Handler->DoesDropOnUnsuitable())
		{
			cChunkInterface ChunkInterface(m_World.GetChunkMap());
			cBlockInServerPluginInterface PluginInterface(m_World);
			Handler->DropBlock(
				ChunkInterface,
				m_World,
				PluginInterface,
				NULL, 
				BlockX, 
				a_RelY,
				BlockZ
			);
		}
	}  // if (CanWashAway)

	// Spread:
	FLOG("  Spreading to {%d, %d, %d} with meta %d", BlockX, a_RelY, BlockZ, a_NewMeta);
	a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
	m_World.GetSimulatorManager()->WakeUp(BlockX, a_RelY, BlockZ, a_NearChunk);

	HardenBlock(a_NearChunk, a_RelX, a_RelY, a_RelZ, m_FluidBlock, a_NewMeta);
}