92c59963f8
git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6
132 lines
3.0 KiB
C++
132 lines
3.0 KiB
C++
|
||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||
|
||
#include "cFireSimulator.h"
|
||
#include "cWorld.h"
|
||
#include "Vector3i.h"
|
||
#include "BlockID.h"
|
||
#include "Defines.h"
|
||
|
||
cFireSimulator::cFireSimulator( cWorld* a_World )
|
||
: cSimulator(a_World)
|
||
, m_Blocks(new BlockList)
|
||
, m_Buffer(new BlockList)
|
||
, m_BurningBlocks(new BlockList)
|
||
{
|
||
|
||
}
|
||
|
||
cFireSimulator::~cFireSimulator()
|
||
{
|
||
delete m_Buffer;
|
||
delete m_Blocks;
|
||
delete m_BurningBlocks;
|
||
}
|
||
|
||
void cFireSimulator::Simulate( float a_Dt )
|
||
{
|
||
m_Buffer->clear();
|
||
std::swap( m_Blocks, m_Buffer );
|
||
|
||
for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
|
||
{
|
||
Vector3i Pos = *itr;
|
||
|
||
char BlockID = m_World->GetBlock(Pos.x, Pos.y, Pos.z);
|
||
|
||
if(!IsAllowedBlock(BlockID)) //Check wheather the block is still burning
|
||
continue;
|
||
|
||
if(BurnBlockAround(Pos.x, Pos.y, Pos.z)) //Burn single block and if there was one -> next time again
|
||
_AddBlock(Pos.x, Pos.y, Pos.z);
|
||
else
|
||
if(!IsForeverBurnable(m_World->GetBlock(Pos.x, Pos.y - 1, Pos.z)) && !FiresForever(BlockID))
|
||
m_World->SetBlock(Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
bool cFireSimulator::IsAllowedBlock( char a_BlockID )
|
||
{
|
||
return a_BlockID == E_BLOCK_FIRE
|
||
|| IsBlockLava(a_BlockID);
|
||
}
|
||
|
||
void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
|
||
{
|
||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||
if(!IsAllowedBlock(BlockID)) //This should save very much time because it doesn´t have to iterate through all blocks
|
||
return;
|
||
|
||
//check for duplicates
|
||
for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
|
||
{
|
||
Vector3i Pos = *itr;
|
||
if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
|
||
return;
|
||
}
|
||
|
||
_AddBlock(a_X, a_Y, a_Z);
|
||
|
||
}
|
||
|
||
void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
|
||
{
|
||
m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
|
||
|
||
}
|
||
|
||
bool cFireSimulator::IsForeverBurnable( char a_BlockID )
|
||
{
|
||
return a_BlockID == E_BLOCK_BLOODSTONE;
|
||
}
|
||
|
||
bool cFireSimulator::IsBurnable( char a_BlockID )
|
||
{
|
||
return a_BlockID == E_BLOCK_PLANKS
|
||
|| a_BlockID == E_BLOCK_LEAVES
|
||
|| a_BlockID == E_BLOCK_LOG
|
||
|| a_BlockID == E_BLOCK_WHITE_CLOTH
|
||
|| a_BlockID == E_BLOCK_BOOKCASE
|
||
|| a_BlockID == E_BLOCK_FENCE
|
||
|| a_BlockID == E_BLOCK_TNT;
|
||
}
|
||
|
||
bool cFireSimulator::FiresForever( char a_BlockID )
|
||
{
|
||
return a_BlockID != E_BLOCK_FIRE;
|
||
}
|
||
|
||
bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
|
||
{
|
||
return BurnBlock(a_X + 1, a_Y, a_Z)
|
||
|| BurnBlock(a_X - 1, a_Y, a_Z)
|
||
|| BurnBlock(a_X, a_Y + 1, a_Z)
|
||
|| BurnBlock(a_X, a_Y - 1, a_Z)
|
||
|| BurnBlock(a_X, a_Y, a_Z + 1)
|
||
|| BurnBlock(a_X, a_Y, a_Z - 1);
|
||
}
|
||
|
||
bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
|
||
{
|
||
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
|
||
if(IsBurnable(BlockID))
|
||
{
|
||
m_World->SetBlock(a_X, a_Y, a_Z, E_BLOCK_FIRE, 0);
|
||
return true;
|
||
}
|
||
if(IsForeverBurnable(BlockID))
|
||
{
|
||
char BlockAbove = m_World->GetBlock(a_X, a_Y + 1, a_Z);
|
||
if(BlockAbove == E_BLOCK_AIR)
|
||
{
|
||
m_World->SetBlock(a_X, a_Y + 1, a_Z, E_BLOCK_FIRE, 0); //Doesn´t notify the simulator so it won´t go off
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
return false;
|
||
} |