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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 "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
#include "FallingBlock.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_BlockID )
{
return a_BlockID == E_BLOCK_SAND
|| a_BlockID == E_BLOCK_GRAVEL;
}
void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
{
if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))
return;
Vector3i Block(a_X, a_Y, a_Z);
//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;
}
m_Blocks->push_back(Block);
}
bool cSandSimulator::IsPassable( BLOCKTYPE a_BlockID )
{
return a_BlockID == E_BLOCK_AIR
|| IsBlockWater(a_BlockID)
|| IsBlockLava(a_BlockID)
|| a_BlockID == E_BLOCK_FIRE;
}
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