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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-14 19:06:21 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-10-14 19:06:21 +0200
commit5b7de82a79e3f18affcffd686484a681d187942a (patch)
tree3a0b766fd827de634456bee9ea9ce225f40bfb60 /source/Simulator/FireSimulator.cpp
parentBiomal CompoGen now generates sea with STATIONARY_WATER instead of regular WATER. (diff)
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Diffstat (limited to 'source/Simulator/FireSimulator.cpp')
-rw-r--r--source/Simulator/FireSimulator.cpp40
1 files changed, 17 insertions, 23 deletions
diff --git a/source/Simulator/FireSimulator.cpp b/source/Simulator/FireSimulator.cpp
index c2f22668b..1f20b0497 100644
--- a/source/Simulator/FireSimulator.cpp
+++ b/source/Simulator/FireSimulator.cpp
@@ -47,8 +47,10 @@ void cFireSimulator::Simulate( float a_Dt )
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
- _AddBlock(Pos.x, Pos.y, Pos.z);
+ 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);
@@ -61,42 +63,34 @@ void cFireSimulator::Simulate( float a_Dt )
-bool cFireSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
+bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
- return a_BlockType == E_BLOCK_FIRE
- || IsBlockLava(a_BlockType);
+ return (a_BlockType == E_BLOCK_FIRE) || IsBlockLava(a_BlockType);
}
-void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
+void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ)
{
- char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
- if(!IsAllowedBlock(BlockID)) //This should save very much time because it doesn´t have to iterate through all blocks
+ 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 )
+ // 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 )
+ if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
+ {
return;
+ }
}
- _AddBlock(a_X, a_Y, a_Z);
-
-}
-
-
-
-
-
-void cFireSimulator::_AddBlock(int a_X, int a_Y, int a_Z)
-{
- m_Blocks->push_back( Vector3i(a_X, a_Y, a_Z) );
-
+ m_Blocks->push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
}