- Changed the Durationsystem for Items. cPlayer::UseEquippedItem calls cItem::DamageItem this function damages the item if it has a duration. (needed the duration also in another place so this saves code ;)) - added some other burning blocks - the mobtypes for the settings.ini which i must have forgotten in the last commit git-svn-id: http://mc-server.googlecode.com/svn/trunk@150 0a769ca7-a7f5-676a-18bf-c427514a06d6
124 lines
3.1 KiB
C++
124 lines
3.1 KiB
C++
#include "cFireSimulator.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 <vector>
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cFireSimulator::cFireSimulator( cWorld* a_World )
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: cSimulator(a_World)
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, m_Blocks(new std::vector <Vector3i *>)
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, m_Buffer(new std::vector <Vector3i *>)
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, m_BurningBlocks(new std::vector <Vector3i *>)
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{
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}
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cFireSimulator::~cFireSimulator()
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{
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delete m_Buffer;
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delete m_Blocks;
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delete m_BurningBlocks;
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}
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void cFireSimulator::Simulate( float a_Dt )
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{
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m_Buffer->clear();
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std::swap( m_Blocks, m_Buffer );
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for( std::vector<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
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{
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Vector3i *Pos = *itr;
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if(!IsAllowedBlock(m_World->GetBlock(Pos->x, Pos->y, Pos->z))) //Check wheather the block is still burning
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continue;
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if(BurnBlockAround(Pos->x, Pos->y, Pos->z)) //Burn single block and if there was one -> next time again
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_AddBlock(Pos->x, Pos->y, Pos->z);
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else
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if(!IsForeverBurnable(m_World->GetBlock(Pos->x, Pos->y - 1, Pos->z)))
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m_World->SetBlock(Pos->x, Pos->y, Pos->z, E_BLOCK_AIR, 0);
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}
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}
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bool cFireSimulator::IsAllowedBlock( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_FIRE
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|| IsBlockLava(a_BlockID);
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}
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void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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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)) //This should save very much time because it doesn´t have to iterate through all blocks
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return;
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//check for duplicates
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for( std::vector<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
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{
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Vector3i *Pos = *itr;
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if( Pos->x == a_X && Pos->y == a_Y && Pos->z == a_Z )
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return;
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}
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_AddBlock(a_X, a_Y, a_Z);
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}
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void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
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{
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Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
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m_Blocks->push_back(Block);
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}
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bool cFireSimulator::IsForeverBurnable( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_BLOODSTONE;
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}
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bool cFireSimulator::IsBurnable( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_WOOD
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|| a_BlockID == E_BLOCK_LEAVES
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|| a_BlockID == E_BLOCK_LOG
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|| a_BlockID == E_BLOCK_WHITE_CLOTH
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|| a_BlockID == E_BLOCK_BOOKCASE
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|| a_BlockID == E_BLOCK_FENCE
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|| a_BlockID == E_BLOCK_TNT;
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}
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bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
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{
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return BurnBlock(a_X + 1, a_Y, a_Z)
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|| BurnBlock(a_X - 1, a_Y, a_Z)
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|| BurnBlock(a_X, a_Y + 1, a_Z)
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|| BurnBlock(a_X, a_Y - 1, a_Z)
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|| BurnBlock(a_X, a_Y, a_Z + 1)
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|| BurnBlock(a_X, a_Y, a_Z - 1);
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}
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bool cFireSimulator::BurnBlock(int a_X, int a_Y, int a_Z)
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{
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char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
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if(IsBurnable(BlockID))
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{
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m_World->SetBlock(a_X, a_Y, a_Z, E_BLOCK_FIRE, 0);
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return true;
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}
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if(IsForeverBurnable(BlockID))
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{
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char BlockAbove = m_World->GetBlock(a_X, a_Y + 1, a_Z);
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if(BlockAbove == E_BLOCK_AIR)
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{
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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
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return true;
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}
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return false;
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}
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return false;
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} |