From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cFireSimulator.cpp | 262 +++++++++++++++++++++++----------------------- 1 file changed, 131 insertions(+), 131 deletions(-) (limited to 'source/cFireSimulator.cpp') 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 -- cgit v1.2.3