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-rw-r--r--source/SandSimulator.cpp45
1 files changed, 28 insertions, 17 deletions
diff --git a/source/SandSimulator.cpp b/source/SandSimulator.cpp
index 1dd9d3d88..f8cfdad37 100644
--- a/source/SandSimulator.cpp
+++ b/source/SandSimulator.cpp
@@ -6,7 +6,7 @@
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
-
+#include "FallingBlock.h"
@@ -19,12 +19,20 @@ cSandSimulator::cSandSimulator( cWorld* a_World )
}
+
+
+
+
cSandSimulator::~cSandSimulator()
{
delete m_Buffer;
delete m_Blocks;
}
+
+
+
+
void cSandSimulator::Simulate( float a_Dt )
{
m_Buffer->clear();
@@ -33,31 +41,39 @@ void cSandSimulator::Simulate( float a_Dt )
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);
+ BLOCKTYPE 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 );
+ BLOCKTYPE 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 );
+ cFallingBlock * FallingBlock = new cFallingBlock( Pos, BlockID );
+ FallingBlock->Initialize( m_World );
+ m_World->SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
}
}
}
-bool cSandSimulator::IsAllowedBlock( char a_BlockID )
+
+
+
+bool cSandSimulator::IsAllowedBlock( BLOCKTYPE 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
+ if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))
return;
Vector3i Block(a_X, a_Y, a_Z);
@@ -71,21 +87,16 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
}
m_Blocks->push_back(Block);
-
}
-bool cSandSimulator::IsPassable( char a_BlockID )
+
+
+
+
+bool cSandSimulator::IsPassable( BLOCKTYPE 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 );
}