#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "SandSimulator.h" #include "../World.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_BlockType ) { return a_BlockType == E_BLOCK_SAND || a_BlockType == 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_BlockType ) { return a_BlockType == E_BLOCK_AIR || IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType) || a_BlockType == E_BLOCK_FIRE; }