2011-12-26 12:57:12 -08:00
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#include "cSandSimulator.h"
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#include "cWorld.h"
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#include "Vector3i.h"
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#include "BlockID.h"
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#include "Defines.h"
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#include <vector>
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cSandSimulator::cSandSimulator( cWorld* a_World )
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: cSimulator(a_World)
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2011-12-28 18:44:21 -08:00
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, m_Blocks(new std::list <Vector3i *>)
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, m_Buffer(new std::list <Vector3i *>)
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2011-12-26 12:57:12 -08:00
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{
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}
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cSandSimulator::~cSandSimulator()
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{
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delete m_Buffer;
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delete m_Blocks;
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}
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void cSandSimulator::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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2011-12-28 18:44:21 -08:00
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for( std::list<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
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2011-12-26 12:57:12 -08:00
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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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if(!IsAllowedBlock(BlockID))
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continue;
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char BottomBlock = m_World->GetBlock( Pos->x, Pos->y - 1, Pos->z );
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if( IsPassable(BottomBlock) )
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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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m_World->SetBlock( Pos->x, Pos->y - 1, Pos->z, BlockID, 0 );
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}
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}
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}
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bool cSandSimulator::IsAllowedBlock( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_SAND
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|| a_BlockID == E_BLOCK_GRAVEL;
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}
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void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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{
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2011-12-27 18:38:00 -08:00
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn<73>t have to iterate through all blocks
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return;
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2011-12-26 12:57:12 -08:00
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Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
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//check for duplicates
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2011-12-28 18:44:21 -08:00
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for( std::list<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
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2011-12-26 12:57:12 -08:00
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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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return;
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}
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m_Blocks->push_back(Block);
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}
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bool cSandSimulator::IsPassable( char a_BlockID )
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{
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return a_BlockID == E_BLOCK_AIR
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|| IsBlockWater(a_BlockID)
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|| IsBlockLava(a_BlockID);
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2011-12-28 13:35:43 -08:00
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}
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void cSandSimulator::WakeUp( int a_X, int a_Y, int a_Z )
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{
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//Nothing else needs to be simulated :D (Bugs not included :s)
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AddBlock( a_X, a_Y+1, a_Z );
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AddBlock( a_X, a_Y, a_Z );
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}
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