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-rw-r--r--source/cFireSimulator.cpp262
1 files changed, 131 insertions, 131 deletions
diff --git a/source/cFireSimulator.cpp b/source/cFireSimulator.cpp
index 0d6b59422..8b6710b74 100644
--- a/source/cFireSimulator.cpp
+++ b/source/cFireSimulator.cpp
@@ -1,132 +1,132 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cFireSimulator.h"
-#include "cWorld.h"
-#include "Vector3i.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( char a_BlockID )
-{
- return a_BlockID == E_BLOCK_FIRE
- || IsBlockLava(a_BlockID);
-}
-
-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( char a_BlockID )
-{
- return a_BlockID == E_BLOCK_BLOODSTONE;
-}
-
-bool cFireSimulator::IsBurnable( char a_BlockID )
-{
- return a_BlockID == E_BLOCK_PLANKS
- || a_BlockID == E_BLOCK_LEAVES
- || a_BlockID == E_BLOCK_LOG
- || a_BlockID == E_BLOCK_WHITE_CLOTH
- || a_BlockID == E_BLOCK_BOOKCASE
- || a_BlockID == E_BLOCK_FENCE
- || a_BlockID == E_BLOCK_TNT;
-}
-
-bool cFireSimulator::FiresForever( char a_BlockID )
-{
- return a_BlockID != 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;
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "cFireSimulator.h"
+#include "cWorld.h"
+#include "Vector3i.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( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_FIRE
+ || IsBlockLava(a_BlockID);
+}
+
+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( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_BLOODSTONE;
+}
+
+bool cFireSimulator::IsBurnable( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_PLANKS
+ || a_BlockID == E_BLOCK_LEAVES
+ || a_BlockID == E_BLOCK_LOG
+ || a_BlockID == E_BLOCK_WHITE_CLOTH
+ || a_BlockID == E_BLOCK_BOOKCASE
+ || a_BlockID == E_BLOCK_FENCE
+ || a_BlockID == E_BLOCK_TNT;
+}
+
+bool cFireSimulator::FiresForever( char a_BlockID )
+{
+ return a_BlockID != 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;
} \ No newline at end of file