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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2013-11-27 22:35:13 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2013-11-27 22:35:13 +0100
commita6630d32394120a78af56bc612fa3c3449283248 (patch)
tree2c791266b0f213cd56961299da8d2258b8f85d8e /src/Simulator/SandSimulator.h
parentFixed spawn point being generally in an ocean (diff)
parentVoronoi-related biomegens use the new cVoronoiMap class. (diff)
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Diffstat (limited to 'src/Simulator/SandSimulator.h')
-rw-r--r--src/Simulator/SandSimulator.h63
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diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h
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+
+#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;
+
+
+
+