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author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
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committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
commit | 92c59963f82f81aa3202657e7fdbb2592924ede3 (patch) | |
tree | b7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cSandSimulator.cpp | |
parent | Added HOOK_WEATHER_CHANGE. (diff) | |
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Diffstat (limited to 'source/cSandSimulator.cpp')
-rw-r--r-- | source/cSandSimulator.cpp | 182 |
1 files changed, 91 insertions, 91 deletions
diff --git a/source/cSandSimulator.cpp b/source/cSandSimulator.cpp index 3fe678f90..6e5c5ecde 100644 --- a/source/cSandSimulator.cpp +++ b/source/cSandSimulator.cpp @@ -1,91 +1,91 @@ -
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cSandSimulator.h"
-#include "cWorld.h"
-#include "Vector3i.h"
-#include "BlockID.h"
-#include "Defines.h"
-
-
-
-
-
-cSandSimulator::cSandSimulator( cWorld* a_World )
- : cSimulator(a_World)
- , m_Blocks(new BlockList)
- , m_Buffer(new BlockList)
-{
-
-}
-
-cSandSimulator::~cSandSimulator()
-{
- delete m_Buffer;
- delete m_Blocks;
-}
-
-void cSandSimulator::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))
- 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(a_X, a_Y, a_Z);
-
- //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;
- }
-
- 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 );
-}
+ +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "cSandSimulator.h" +#include "cWorld.h" +#include "Vector3i.h" +#include "BlockID.h" +#include "Defines.h" + + + + + +cSandSimulator::cSandSimulator( cWorld* a_World ) + : cSimulator(a_World) + , m_Blocks(new BlockList) + , m_Buffer(new BlockList) +{ + +} + +cSandSimulator::~cSandSimulator() +{ + delete m_Buffer; + delete m_Blocks; +} + +void cSandSimulator::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)) + 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(a_X, a_Y, a_Z); + + //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; + } + + 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 ); +} |