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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SandSimulator.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../FallingBlock.h"
#include "../Chunk.h"
cSandSimulator::cSandSimulator(cWorld & a_World)
: cSimulator(a_World)
, m_Blocks(new BlockList)
, m_Buffer(new BlockList)
{
}
cSandSimulator::~cSandSimulator()
{
delete m_Buffer;
delete m_Blocks;
}
void cSandSimulator::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))
continue;
BLOCKTYPE BottomBlock = m_World.GetBlock( Pos.x, Pos.y - 1, Pos.z );
if( IsPassable(BottomBlock) )
{
cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockID);
FallingBlock->Initialize(&m_World);
m_World.SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
}
}
}
bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
{
return a_BlockType == E_BLOCK_SAND
|| a_BlockType == E_BLOCK_GRAVEL;
}
void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: Optimize this by passing the block type along
int RelX = a_BlockX;
int RelY = a_BlockY;
int RelZ = a_BlockZ;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
{
return;
}
Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
//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(Block);
}
bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_AIR)
|| IsBlockWater(a_BlockType)
|| IsBlockLava(a_BlockType)
|| (a_BlockType == E_BLOCK_FIRE);
}
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