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Rewritten SandSimulator to use direct chunk access; and sand falling on torches now creates a pickup.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-03-02 19:57:09 +00:00
parent cadf97a70a
commit 6744738a85
8 changed files with 287 additions and 93 deletions

View File

@@ -12,60 +12,72 @@
cSandSimulator::cSandSimulator(cWorld & a_World)
: cSimulator(a_World)
, m_Blocks(new BlockList)
, m_Buffer(new BlockList)
cSandSimulator::cSandSimulator(cWorld & a_World, cIniFile & a_IniFile) :
cSimulator(a_World),
m_TotalBlocks(0)
{
m_IsInstantFall = a_IniFile.GetValueSetB("Physics", "SandInstantFall", false);
}
cSandSimulator::~cSandSimulator()
void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
delete m_Buffer;
delete m_Blocks;
}
void cSandSimulator::Simulate(float a_Dt)
{
m_Buffer->clear();
std::swap( m_Blocks, m_Buffer );
for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
if (ChunkData.empty())
{
Vector3i Pos = *itr;
BLOCKTYPE BlockID = m_World.GetBlock(Pos.x, Pos.y, Pos.z);
if(!IsAllowedBlock(BlockID))
continue;
return;
}
BLOCKTYPE BottomBlock = m_World.GetBlock( Pos.x, Pos.y - 1, Pos.z );
if( IsPassable(BottomBlock) )
int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
for (cSandSimulatorChunkData::const_iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
{
BLOCKTYPE BlockType = a_Chunk->GetBlock(itr->x, itr->y, itr->z);
if (!IsAllowedBlock(BlockType) || (itr->y <= 0))
{
cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockID);
continue;
}
BLOCKTYPE BlockBelow = (itr->y > 0) ? a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z) : E_BLOCK_AIR;
if (CanStartFallingThrough(BlockBelow))
{
if (m_IsInstantFall)
{
DoInstantFall(a_Chunk, itr->x, itr->y, itr->z);
continue;
}
Vector3i Pos;
Pos.x = itr->x + BaseX;
Pos.y = itr->y;
Pos.z = itr->z + BaseZ;
cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z));
FallingBlock->Initialize(&m_World);
m_World.SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
}
}
m_TotalBlocks -= ChunkData.size();
ChunkData.clear();
}
bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
return a_BlockType == E_BLOCK_SAND
|| a_BlockType == E_BLOCK_GRAVEL;
switch (a_BlockType)
{
case E_BLOCK_SAND:
case E_BLOCK_GRAVEL:
case E_BLOCK_ANVIL:
{
return true;
}
}
return false;
}
@@ -74,40 +86,169 @@ bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
// TODO: Optimize this by passing the block type along
int RelX = a_BlockX;
int RelY = a_BlockY;
int RelZ = a_BlockZ;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
if (a_Chunk == NULL)
{
return;
}
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
{
return;
}
Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
//check for duplicates
for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr)
// Check for duplicates:
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
Vector3i Pos = *itr;
if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
{
return;
}
}
m_Blocks->push_back(Block);
m_TotalBlocks += 1;
ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}
bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_AIR)
|| IsBlockWater(a_BlockType)
|| IsBlockLava(a_BlockType)
|| (a_BlockType == E_BLOCK_FIRE);
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
{
return true;
}
}
return false;
}
bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_COBWEB:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_TORCH:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_CROPS:
case E_BLOCK_PUMPKIN_STEM:
case E_BLOCK_MELON_STEM:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
{
return true;
}
}
return false;
}
bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
{
return true;
}
}
return false;
}
bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WOODEN_SLAB:
{
return true;
}
}
return false;
}
void cSandSimulator::FinishFalling(
cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
)
{
ASSERT(a_BlockY < cChunkDef::Height);
BLOCKTYPE CurrentBlockType = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
if ((a_FallingBlockType == E_BLOCK_ANVIL) || IsReplacedOnRematerialization(CurrentBlockType))
{
// Rematerialize the material here:
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
return;
}
// Create a pickup instead:
cItems Pickups;
Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta);
a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5, 0);
}
void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
// TODO
}