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-rw-r--r--src/Simulator/FireSimulator.cpp62
1 files changed, 38 insertions, 24 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index 7ae84af7b..388d45a04 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -71,7 +71,7 @@ cFireSimulator::cFireSimulator(cWorld & a_World, cIniFile & a_IniFile) :
{
// Read params from the ini file:
m_BurnStepTimeFuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeFuel", 500);
- m_BurnStepTimeNonfuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100);
+ m_BurnStepTimeNonFuel = a_IniFile.GetValueSetI("FireSimulator", "BurnStepTimeNonfuel", 100);
m_Flammability = a_IniFile.GetValueSetI("FireSimulator", "Flammability", 50);
m_ReplaceFuelChance = a_IniFile.GetValueSetI("FireSimulator", "ReplaceFuelChance", 50000);
}
@@ -98,7 +98,9 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
int x = itr->x;
int y = itr->y;
int z = itr->z;
- BLOCKTYPE BlockType = a_Chunk->GetBlock(x, y, z);
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ a_Chunk->GetBlockTypeMeta(x, y, z, BlockType, BlockMeta);
if (!IsAllowedBlock(BlockType))
{
@@ -113,6 +115,16 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
// Try to spread the fire:
TrySpreadFire(a_Chunk, itr->x, itr->y, itr->z);
+ BLOCKTYPE BlockBelow = E_BLOCK_AIR;
+ if (y > 0)
+ {
+ BlockBelow = a_Chunk->GetBlock(x, y - 1, z);
+ if (DoesBurnForever(BlockBelow))
+ {
+ continue;
+ }
+ }
+
itr->Data -= NumMSecs;
if (itr->Data >= 0)
{
@@ -127,7 +139,6 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
);
*/
- NIBBLETYPE BlockMeta = a_Chunk->GetMeta(x, y, z);
if (BlockMeta == 0x0f)
{
// The fire burnt out completely
@@ -140,11 +151,26 @@ void cFireSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
continue;
}
- if ((itr->y > 0) && (!DoesBurnForever(a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z))))
+ int NextCheck = GetBurnStepTime(a_Chunk, BlockBelow, x, y, z);
+ if (NextCheck == 0)
{
- a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
+ /*
+ A return value of zero means the fire block can't exist here
+ The fire block's CanBeAt() doesn't check for this because fire can exist depending on its surroundings,
+ and since we're checking that here, we might as well amalgamate all checks
+ */
+ FLOG("FS: Removing block {%d, %d, %d}",
+ itr->x + a_ChunkX * cChunkDef::Width, itr->y, itr->z + a_ChunkZ * cChunkDef::Width
+ );
+ a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
+ itr = Data.erase(itr);
+ continue;
}
- itr->Data = GetBurnStepTime(a_Chunk, itr->x, itr->y, itr->z); // TODO: Add some randomness into this
+
+ a_Chunk->SetMeta(x, y, z, BlockMeta + 1);
+ x = x + a_Chunk->GetPosX() * cChunkDef::Width;
+ z = z + a_Chunk->GetPosZ() * cChunkDef::Width;
+ itr->Data = (NextCheck / ((m_World.IsWeatherWetAt(x, z) && (a_Chunk->GetHeight(x, z) == y)) ? 10 : 1)) + (m_World.GetTickRandomNumber(40) - 20);
} // for itr - Data[]
}
@@ -252,22 +278,11 @@ void cFireSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk *
-int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
+int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, BLOCKTYPE a_BlockBelow, int a_RelX, int a_RelY, int a_RelZ)
{
- bool IsBlockBelowSolid = false;
- if (a_RelY > 0)
+ if (IsFuel(a_BlockBelow))
{
- BLOCKTYPE BlockBelow = a_Chunk->GetBlock(a_RelX, a_RelY - 1, a_RelZ);
- if (DoesBurnForever(BlockBelow))
- {
- // Is burning atop of netherrack, burn forever (re-check in 10 sec)
- return 10000;
- }
- if (IsFuel(BlockBelow))
- {
- return m_BurnStepTimeFuel;
- }
- IsBlockBelowSolid = cBlockInfo::IsSolid(BlockBelow);
+ return m_BurnStepTimeFuel;
}
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
@@ -283,15 +298,14 @@ int cFireSimulator::GetBurnStepTime(cChunk * a_Chunk, int a_RelX, int a_RelY, in
}
} // for i - gCrossCoords[]
- if (!IsBlockBelowSolid && (a_RelY >= 0))
+ if (!cBlockInfo::IsSolid(a_BlockBelow))
{
// Checked through everything, nothing was flammable
// If block below isn't solid, we can't have fire, it would be a non-fueled fire
- // SetBlock just to make sure fire doesn't spawn
- a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
+ // Return zero to tell our caller to kill us
return 0;
}
- return m_BurnStepTimeNonfuel;
+ return m_BurnStepTimeNonFuel;
}