diff options
Diffstat (limited to 'source/cFireSimulator.cpp')
-rw-r--r-- | source/cFireSimulator.cpp | 262 |
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; }
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