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#pragma once
#include "Simulator.h"
/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
typedef cCoordWithIntList cSandSimulatorChunkData;
#include "Chunk.h"
/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
class cSandSimulator :
public cSimulator<cChunk, cWorld>
{
public:
cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
// cSimulator overrides:
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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);
};
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