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Converted simulators to take cWorld reference instead of a pointer

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1228 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-02-28 13:39:20 +00:00
parent 2588f5a605
commit 619ec8b247
19 changed files with 166 additions and 135 deletions

View File

@@ -10,7 +10,7 @@
cFireSimulator::cFireSimulator( cWorld* a_World )
cFireSimulator::cFireSimulator(cWorld & a_World)
: cSimulator(a_World)
, m_Blocks(new BlockList)
, m_Buffer(new BlockList)
@@ -33,30 +33,34 @@ cFireSimulator::~cFireSimulator()
void cFireSimulator::Simulate( float a_Dt )
void cFireSimulator::Simulate(float a_Dt)
{
m_Buffer->clear();
std::swap( m_Blocks, m_Buffer );
std::swap(m_Blocks, m_Buffer);
for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
for (BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr)
{
Vector3i Pos = *itr;
char BlockID = m_World->GetBlock(Pos.x, Pos.y, Pos.z);
BLOCKTYPE BlockID = m_World.GetBlock(Pos.x, Pos.y, Pos.z);
if(!IsAllowedBlock(BlockID)) //Check wheather the block is still burning
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
{
m_Blocks->push_back(Pos);
}
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);
}
{
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);
}
}
} // for itr - m_Buffer[]
}
@@ -75,7 +79,7 @@ bool cFireSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: This can be optimized
BLOCKTYPE BlockType = m_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if (!IsAllowedBlock(BlockType))
{
return;
@@ -148,18 +152,18 @@ bool cFireSimulator::BurnBlockAround(int a_X, int a_Y, int a_Z)
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))
BLOCKTYPE 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);
m_World.SetBlock(a_X, a_Y, a_Z, E_BLOCK_FIRE, 0);
return true;
}
if(IsForeverBurnable(BlockID))
if (IsForeverBurnable(BlockID))
{
char BlockAbove = m_World->GetBlock(a_X, a_Y + 1, a_Z);
if(BlockAbove == E_BLOCK_AIR)
BLOCKTYPE 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
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;