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-rw-r--r--src/Simulator/FireSimulator.cpp25
1 files changed, 5 insertions, 20 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index 1f212e2a5..30fe88acd 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -79,14 +79,6 @@ cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) :
-cFireSimulator::~cFireSimulator()
-{
-}
-
-
-
-
-
void cFireSimulator::SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
cCoordWithIntList & Data = a_Chunk->GetFireSimulatorData();
@@ -241,28 +233,21 @@ bool cFireSimulator::DoesBurnForever(BLOCKTYPE a_BlockType)
void cFireSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
- if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
- {
- return;
- }
-
- const auto RelPos = cChunkDef::AbsoluteToRelative(a_Block, a_Chunk->GetPos());
- BLOCKTYPE BlockType = a_Chunk->GetBlock(RelPos);
- if (!IsAllowedBlock(BlockType))
+ if (!IsAllowedBlock(a_Block))
{
return;
}
// Check for duplicates:
- cFireSimulatorChunkData & ChunkData = a_Chunk->GetFireSimulatorData();
+ cFireSimulatorChunkData & ChunkData = a_Chunk.GetFireSimulatorData();
for (cCoordWithIntList::iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
{
const Vector3i ItrPos{itr->x, itr->y, itr->z};
- if (ItrPos == RelPos)
+ if (ItrPos == a_Position)
{
// Block already present, check if burn step should decrease
// This means if fuel is removed, then the fire burns out sooner
- const auto NewBurnStep = GetBurnStepTime(a_Chunk, RelPos);
+ const auto NewBurnStep = GetBurnStepTime(&a_Chunk, a_Position);
if (itr->Data > NewBurnStep)
{
FIRE_FLOG("FS: Block lost its fuel at {0}", a_Block);
@@ -274,7 +259,7 @@ void cFireSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a
} // for itr - ChunkData[]
FIRE_FLOG("FS: Adding block {0}", a_Block);
- ChunkData.push_back(cCoordWithInt(RelPos.x, RelPos.y, RelPos.z, 100));
+ ChunkData.push_back(cCoordWithInt(a_Position.x, a_Position.y, a_Position.z, 100));
}