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-rw-r--r--source/Simulator/SandSimulator.h58
1 files changed, 44 insertions, 14 deletions
diff --git a/source/Simulator/SandSimulator.h b/source/Simulator/SandSimulator.h
index ebd154f2d..571258049 100644
--- a/source/Simulator/SandSimulator.h
+++ b/source/Simulator/SandSimulator.h
@@ -2,32 +2,62 @@
#pragma once
#include "Simulator.h"
-#include "../BlockEntity.h"
-#include "../Vector3i.h"
-class cSandSimulator : public cSimulator
+/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
+class cSandSimulator :
+ public cSimulator
{
public:
- cSandSimulator(cWorld & a_World);
- ~cSandSimulator();
-
- virtual void Simulate( float a_Dt ) override;
-
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
- virtual bool IsPassable( BLOCKTYPE a_BlockType );
+ cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
+
+ // cSimulator overrides:
+ virtual void Simulate(float a_Dt) override {} // Unused in this simulator
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
+ /// Returns true if a falling-able block can start falling through the specified block type
+ static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
+
+ /// Returns true if an already-falling block can pass through the specified block type (e. g. torch)
+ static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
+
+ /// Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass)
+ static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
+
+ /// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs)
+ static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType);
+
+ /** Called when a block finishes falling at the specified coords, either by insta-fall,
+ or through cFallingBlock entity.
+ It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
+ based on the block currently present in the world at the dest specified coords
+ */
+ static void FinishFalling(
+ cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
+ BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
+ );
protected:
+ bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
+
+ int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
+
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- typedef std::list <Vector3i> BlockList;
- BlockList * m_Blocks;
- BlockList * m_Buffer;
+
+ /// Performs the instant fall of the block - removes it from top, Finishes it at the bottom
+ void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
};
+/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
+typedef cCoordWithIntList cSandSimulatorChunkData;
+
+
+
+