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-rw-r--r--source/cClientHandle.cpp11
-rw-r--r--source/cFluidSimulator.cpp18
-rw-r--r--source/cPickup.cpp10
-rw-r--r--source/cSandSimulator.cpp8
-rw-r--r--source/cSandSimulator.h6
5 files changed, 33 insertions, 20 deletions
diff --git a/source/cClientHandle.cpp b/source/cClientHandle.cpp
index 8c49411fe..22adc2207 100644
--- a/source/cClientHandle.cpp
+++ b/source/cClientHandle.cpp
@@ -872,21 +872,28 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
case E_ITEM_LAVA_BUCKET:
if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
{
+ PacketData->m_ItemType = E_BLOCK_LAVA;
+ if(m_Player->GetGameMode() == 1)
+ break; //No new Bucket for creative players
+
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem( NewItem );
- PacketData->m_ItemType = E_BLOCK_LAVA;
+
}
break;
case E_ITEM_WATER_BUCKET:
if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
{
+ PacketData->m_ItemType = E_BLOCK_WATER;
+ if(m_Player->GetGameMode() == 1)
+ break; //No new Bucket for creative players
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem( NewItem );
- PacketData->m_ItemType = E_BLOCK_WATER;
+
}
break;
case E_BLOCK_WHITE_CLOTH:
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
index cd2d1fae2..55a3f549b 100644
--- a/source/cFluidSimulator.cpp
+++ b/source/cFluidSimulator.cpp
@@ -9,9 +9,9 @@ class cFluidSimulator::FluidData
{
public:
FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
- : m_ActiveFluid( new std::vector< Vector3i >() )
+ : m_ActiveFluid( new std::list < Vector3i >() )
, m_Simulator (a_Simulator)
- , m_Buffer( new std::vector< Vector3i >() )
+ , m_Buffer( new std::list< Vector3i >() )
, m_World( a_World )
{}
@@ -71,8 +71,8 @@ public:
return Points;
}
- std::vector< Vector3i >* m_ActiveFluid;
- std::vector< Vector3i >* m_Buffer;
+ std::list< Vector3i >* m_ActiveFluid;
+ std::list< Vector3i >* m_Buffer;
cWorld* m_World;
cFluidSimulator *m_Simulator;
};
@@ -95,8 +95,8 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
return;
// Check for duplicates
- std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
- for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
+ std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
{
Vector3i & Pos = *itr;
if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
@@ -137,8 +137,8 @@ void cFluidSimulator::Simulate( float a_Dt )
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
m_Data->m_ActiveFluid->clear();
- std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
- for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+ std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+ for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
{
Vector3i & pos = *itr;
@@ -251,6 +251,8 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
std::vector< Vector3i * > Points;
+ Points.reserve(4); //Already allocate 4 places :D
+
//add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
diff --git a/source/cPickup.cpp b/source/cPickup.cpp
index 7b6e9e1d1..c665577f0 100644
--- a/source/cPickup.cpp
+++ b/source/cPickup.cpp
@@ -169,13 +169,17 @@ void cPickup::HandlePhysics(float a_Dt)
{
m_bOnGround = false;
}
- char block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
- if( block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_LAVA ) {
+ char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
+ char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
+
+ if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
+ || IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
+ {
m_bCollected = true;
m_Timer = 0;
return;
}
- char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
+
if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
{
m_bOnGround = true;
diff --git a/source/cSandSimulator.cpp b/source/cSandSimulator.cpp
index 65516178b..c27607f73 100644
--- a/source/cSandSimulator.cpp
+++ b/source/cSandSimulator.cpp
@@ -7,8 +7,8 @@
cSandSimulator::cSandSimulator( cWorld* a_World )
: cSimulator(a_World)
- , m_Blocks(new std::vector <Vector3i *>)
- , m_Buffer(new std::vector <Vector3i *>)
+ , m_Blocks(new std::list <Vector3i *>)
+ , m_Buffer(new std::list <Vector3i *>)
{
}
@@ -24,7 +24,7 @@ void cSandSimulator::Simulate( float a_Dt )
m_Buffer->clear();
std::swap( m_Blocks, m_Buffer );
- for( std::vector<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
+ for( std::list<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
{
Vector3i *Pos = *itr;
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
@@ -57,7 +57,7 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
//check for duplicates
- for( std::vector<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
+ for( std::list<Vector3i *>::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 )
diff --git a/source/cSandSimulator.h b/source/cSandSimulator.h
index a3809850d..3a086e8cc 100644
--- a/source/cSandSimulator.h
+++ b/source/cSandSimulator.h
@@ -1,7 +1,7 @@
#pragma once
#include "cSimulator.h"
#include "cBlockEntity.h"
-#include "vector"
+#include <list>
class Vector3i;
class cWorld;
@@ -20,6 +20,6 @@ public:
protected:
virtual void AddBlock(int a_X, int a_Y, int a_Z);
- std::vector <Vector3i *> *m_Blocks;
- std::vector <Vector3i *> *m_Buffer;
+ std::list <Vector3i *> *m_Blocks;
+ std::list <Vector3i *> *m_Buffer;
}; \ No newline at end of file