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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /src/Simulator/SandSimulator.h | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'src/Simulator/SandSimulator.h')
-rw-r--r-- | src/Simulator/SandSimulator.h | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h new file mode 100644 index 000000000..6e9ea15ac --- /dev/null +++ b/src/Simulator/SandSimulator.h @@ -0,0 +1,63 @@ + +#pragma once + +#include "Simulator.h" + + + + + +/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air. +class cSandSimulator : + public cSimulator +{ +public: + cSandSimulator(cWorld & a_World, cIniFile & a_IniFile); + + // cSimulator overrides: + virtual void Simulate(float a_Dt) override {} // Unused in this simulator + virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; + virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; + + /// Returns true if a falling-able block can start falling through the specified block type + static bool CanStartFallingThrough(BLOCKTYPE a_BlockType); + + /// Returns true if an already-falling block can pass through the specified block type (e. g. torch) + static bool CanContinueFallThrough(BLOCKTYPE a_BlockType); + + /// Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) + static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType); + + /// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) + static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); + + /** Called when a block finishes falling at the specified coords, either by insta-fall, + or through cFallingBlock entity. + It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup, + based on the block currently present in the world at the dest specified coords + */ + static void FinishFalling( + cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ, + BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta + ); + +protected: + bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead + + int m_TotalBlocks; // Total number of blocks currently in the queue for simulating + + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; + + /// Performs the instant fall of the block - removes it from top, Finishes it at the bottom + void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); +}; + + + + +/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used +typedef cCoordWithIntList cSandSimulatorChunkData; + + + + |