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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "FireSimulator.h"
#include "../World.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;
BLOCKTYPE 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
{
m_Blocks->push_back(Pos);
}
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);
}
}
} // for itr - m_Buffer[]
}
bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_FIRE) || IsBlockLava(a_BlockType);
}
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: This can be optimized
BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!IsAllowedBlock(BlockType))
{
return;
}
// Check for duplicates:
for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
{
Vector3i Pos = *itr;
if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
{
return;
}
}
m_Blocks->push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
}
bool cFireSimulator::IsForeverBurnable( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_NETHERRACK;
}
bool cFireSimulator::IsBurnable( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_PLANKS
|| a_BlockType == E_BLOCK_LEAVES
|| a_BlockType == E_BLOCK_LOG
|| a_BlockType == E_BLOCK_WOOL
|| a_BlockType == E_BLOCK_BOOKCASE
|| a_BlockType == E_BLOCK_FENCE
|| a_BlockType == E_BLOCK_TNT
|| a_BlockType == E_BLOCK_VINES;
}
bool cFireSimulator::FiresForever( BLOCKTYPE a_BlockType )
{
return a_BlockType != 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)
{
BLOCKTYPE 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))
{
BLOCKTYPE 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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