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-rw-r--r--source/Simulator/SandSimulator.h63
1 files changed, 0 insertions, 63 deletions
diff --git a/source/Simulator/SandSimulator.h b/source/Simulator/SandSimulator.h
deleted file mode 100644
index 6e9ea15ac..000000000
--- a/source/Simulator/SandSimulator.h
+++ /dev/null
@@ -1,63 +0,0 @@
-
-#pragma once
-
-#include "Simulator.h"
-
-
-
-
-
-/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
-class cSandSimulator :
- public cSimulator
-{
-public:
- cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
-
- // cSimulator overrides:
- virtual void Simulate(float a_Dt) override {} // Unused in this simulator
- virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
- virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
-
- /// Returns true if a falling-able block can start falling through the specified block type
- static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
-
- /// Returns true if an already-falling block can pass through the specified block type (e. g. torch)
- static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
-
- /// Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass)
- static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
-
- /// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs)
- static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
-
- /** Called when a block finishes falling at the specified coords, either by insta-fall,
- or through cFallingBlock entity.
- It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
- based on the block currently present in the world at the dest specified coords
- */
- static void FinishFalling(
- cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
- BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
- );
-
-protected:
- bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
-
- int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
-
- virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- /// Performs the instant fall of the block - removes it from top, Finishes it at the bottom
- void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
-};
-
-
-
-
-/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
-typedef cCoordWithIntList cSandSimulatorChunkData;
-
-
-
-