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-rw-r--r--source/FireSimulator.cpp133
1 files changed, 133 insertions, 0 deletions
diff --git a/source/FireSimulator.cpp b/source/FireSimulator.cpp
new file mode 100644
index 000000000..9a08524ef
--- /dev/null
+++ b/source/FireSimulator.cpp
@@ -0,0 +1,133 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "FireSimulator.h"
+#include "World.h"
+#include "Vector3i.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;
+
+ char 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
+ _AddBlock(Pos.x, Pos.y, Pos.z);
+ 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);
+
+ }
+
+}
+
+
+bool cFireSimulator::IsAllowedBlock( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_FIRE
+ || IsBlockLava(a_BlockID);
+}
+
+void cFireSimulator::AddBlock(int a_X, int a_Y, int a_Z)
+{
+ 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
+ return;
+
+ //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;
+ }
+
+ _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) );
+
+}
+
+bool cFireSimulator::IsForeverBurnable( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_BLOODSTONE;
+}
+
+bool cFireSimulator::IsBurnable( char a_BlockID )
+{
+ return a_BlockID == E_BLOCK_PLANKS
+ || a_BlockID == E_BLOCK_LEAVES
+ || a_BlockID == E_BLOCK_LOG
+ || a_BlockID == E_BLOCK_WOOL
+ || a_BlockID == E_BLOCK_BOOKCASE
+ || a_BlockID == E_BLOCK_FENCE
+ || a_BlockID == E_BLOCK_TNT
+ || a_BlockID == E_BLOCK_VINES;
+}
+
+bool cFireSimulator::FiresForever( char a_BlockID )
+{
+ return a_BlockID != 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)
+{
+ char 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))
+ {
+ char 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;
+} \ No newline at end of file