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#include "cSandSimulator.h"
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
#include <vector>
cSandSimulator::cSandSimulator( cWorld* a_World )
: cSimulator(a_World)
, m_Blocks(new std::list <Vector3i *>)
, m_Buffer(new std::list <Vector3i *>)
{
}
cSandSimulator::~cSandSimulator()
{
delete m_Buffer;
delete m_Blocks;
}
void cSandSimulator::Simulate( float a_Dt )
{
m_Buffer->clear();
std::swap( m_Blocks, m_Buffer );
for( std::list<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))
continue;
char BottomBlock = m_World->GetBlock( Pos->x, Pos->y - 1, Pos->z );
if( IsPassable(BottomBlock) )
{
m_World->SetBlock( Pos->x, Pos->y, Pos->z, E_BLOCK_AIR, 0 );
m_World->SetBlock( Pos->x, Pos->y - 1, Pos->z, BlockID, 0 );
}
}
}
bool cSandSimulator::IsAllowedBlock( char a_BlockID )
{
return a_BlockID == E_BLOCK_SAND
|| a_BlockID == 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))) //This should save very much time because it doesn´t have to iterate through all blocks
return;
Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
//check for duplicates
for( std::list<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;
}
m_Blocks->push_back(Block);
}
bool cSandSimulator::IsPassable( char a_BlockID )
{
return a_BlockID == E_BLOCK_AIR
|| IsBlockWater(a_BlockID)
|| IsBlockLava(a_BlockID)
|| a_BlockID == E_BLOCK_FIRE;
}
void cSandSimulator::WakeUp( int a_X, int a_Y, int a_Z )
{
//Nothing else needs to be simulated :D (Bugs not included :s)
AddBlock( a_X, a_Y+1, a_Z );
AddBlock( a_X, a_Y, a_Z );
}
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