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#include "cFireSimulator.h"
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
#include <vector>
cFireSimulator::cFireSimulator( cWorld* a_World )
: cSimulator(a_World)
, m_Blocks(new std::vector <Vector3i *>)
, m_Buffer(new std::vector <Vector3i *>)
, m_BurningBlocks(new std::vector <Vector3i *>)
{
}
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( std::vector<Vector3i *>::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( std::vector<Vector3i *>::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)
{
Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
m_Blocks->push_back(Block);
}
bool cFireSimulator::IsForeverBurnable( char a_BlockID )
{
return a_BlockID == E_BLOCK_BLOODSTONE;
}
bool cFireSimulator::IsBurnable( char a_BlockID )
{
return a_BlockID == E_BLOCK_WOOD
|| a_BlockID == E_BLOCK_LEAVES
|| a_BlockID == E_BLOCK_LOG
|| a_BlockID == E_BLOCK_WHITE_CLOTH
|| a_BlockID == E_BLOCK_BOOKCASE
|| a_BlockID == E_BLOCK_FENCE
|| a_BlockID == E_BLOCK_TNT;
}
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;
}
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