#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "FireSimulator.h" #include "../World.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 { m_Blocks->push_back(Pos); } 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(BLOCKTYPE a_BlockType) { return (a_BlockType == E_BLOCK_FIRE) || IsBlockLava(a_BlockType); } void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ) { BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); if (!IsAllowedBlock(BlockType)) { return; } // Check for duplicates: for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr ) { Vector3i Pos = *itr; if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ)) { return; } } m_Blocks->push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ)); } bool cFireSimulator::IsForeverBurnable( BLOCKTYPE a_BlockType ) { return a_BlockType == E_BLOCK_BLOODSTONE; } bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType ) { return a_BlockType == E_BLOCK_PLANKS || a_BlockType == E_BLOCK_LEAVES || a_BlockType == E_BLOCK_LOG || a_BlockType == E_BLOCK_WOOL || a_BlockType == E_BLOCK_BOOKCASE || a_BlockType == E_BLOCK_FENCE || a_BlockType == E_BLOCK_TNT || a_BlockType == E_BLOCK_VINES; } bool cFireSimulator::FiresForever( BLOCKTYPE a_BlockType ) { return a_BlockType != 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; }