1
0
cuberite-2a/source/FireSimulator.cpp
madmaxoft@gmail.com ea2ed2c918 Moved blockticking into blockhandler classes.
Also slightly refactored the variable / argument names (BlockID is deprecated, use BlockType instead)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@921 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-10-03 08:52:11 +00:00

133 lines
3.1 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FireSimulator.h"
#include "World.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( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_FIRE
|| IsBlockLava(a_BlockType);
}
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( 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;
}