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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cSandSimulator.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to 'source/cSandSimulator.cpp')
-rw-r--r--source/cSandSimulator.cpp182
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 );
+}