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