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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-10-13 11:53:28 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-10-13 11:53:28 +0200 |
commit | f7da7c2536b438db92bc28b88c4139d9af15e44f (patch) | |
tree | 4710e9e41ebcf2317ebacade2801732ba9184b41 /source/Simulator/FireSimulator.cpp | |
parent | ProtoProxy: Fixed parsing of the PACKET_PLAYER_ABILITIES packet. (diff) | |
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Diffstat (limited to 'source/Simulator/FireSimulator.cpp')
-rw-r--r-- | source/Simulator/FireSimulator.cpp | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/source/Simulator/FireSimulator.cpp b/source/Simulator/FireSimulator.cpp new file mode 100644 index 000000000..c2f22668b --- /dev/null +++ b/source/Simulator/FireSimulator.cpp @@ -0,0 +1,178 @@ + +#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 + _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; +} + + + + |