Simulators now have direct access to the cChunk object in the WakeUp() call
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1227 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -6,6 +6,8 @@
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#include "../BlockID.h"
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#include "../Defines.h"
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#include "../FallingBlock.h"
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#include "../Chunk.h"
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@@ -70,19 +72,29 @@ bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
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void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z)))
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// TODO: Optimize this by passing the block type along
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int RelX = a_BlockX;
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int RelY = a_BlockY;
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int RelZ = a_BlockZ;
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int ChunkX, ChunkZ;
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cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
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if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
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{
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return;
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}
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Vector3i Block(a_X, a_Y, a_Z);
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Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
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//check for duplicates
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for( BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
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for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr)
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{
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Vector3i Pos = *itr;
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if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
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if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
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{
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return;
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}
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}
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m_Blocks->push_back(Block);
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@@ -92,10 +104,10 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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bool cSandSimulator::IsPassable( BLOCKTYPE a_BlockType )
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bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
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{
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return a_BlockType == E_BLOCK_AIR
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return (a_BlockType == E_BLOCK_AIR)
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|| IsBlockWater(a_BlockType)
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|| IsBlockLava(a_BlockType)
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|| a_BlockType == E_BLOCK_FIRE;
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|| (a_BlockType == E_BLOCK_FIRE);
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}
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