#include "cSandSimulator.h" #include "cWorld.h" #include "Vector3i.h" #include "BlockID.h" #include "Defines.h" #include cSandSimulator::cSandSimulator( cWorld* a_World ) : cSimulator(a_World) , m_Blocks(new std::list ) , m_Buffer(new std::list ) { } cSandSimulator::~cSandSimulator() { delete m_Buffer; delete m_Blocks; } void cSandSimulator::Simulate( float a_Dt ) { m_Buffer->clear(); std::swap( m_Blocks, m_Buffer ); for( std::list::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)) continue; char BottomBlock = m_World->GetBlock( Pos->x, Pos->y - 1, Pos->z ); if( IsPassable(BottomBlock) ) { m_World->SetBlock( Pos->x, Pos->y, Pos->z, E_BLOCK_AIR, 0 ); m_World->SetBlock( Pos->x, Pos->y - 1, Pos->z, BlockID, 0 ); } } } bool cSandSimulator::IsAllowedBlock( char a_BlockID ) { return a_BlockID == E_BLOCK_SAND || a_BlockID == E_BLOCK_GRAVEL; } void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z) { if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks return; Vector3i *Block = new Vector3i(a_X, a_Y, a_Z); //check for duplicates for( std::list::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; } m_Blocks->push_back(Block); } bool cSandSimulator::IsPassable( char a_BlockID ) { return a_BlockID == E_BLOCK_AIR || IsBlockWater(a_BlockID) || IsBlockLava(a_BlockID) || a_BlockID == E_BLOCK_FIRE; } void cSandSimulator::WakeUp( int a_X, int a_Y, int a_Z ) { //Nothing else needs to be simulated :D (Bugs not included :s) AddBlock( a_X, a_Y+1, a_Z ); AddBlock( a_X, a_Y, a_Z ); }