All blockticking is now done in cBlockHandlers

git-svn-id: http://mc-server.googlecode.com/svn/trunk@942 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-10-07 10:08:57 +00:00
parent e0d32e0688
commit 7b42204b24
5 changed files with 194 additions and 216 deletions
+5 -95
View File
@@ -530,107 +530,17 @@ void cChunk::TickBlocks(MTRand & a_TickRandom)
continue; // It's all air up here
}
unsigned int Index = MakeIndexNoCheck( m_BlockTickX, m_BlockTickY, m_BlockTickZ );
BLOCKTYPE BlockType = m_BlockTypes[Index];
switch (BlockType)
{
case E_BLOCK_FARMLAND: TickFarmland (m_BlockTickX, m_BlockTickY, m_BlockTickZ); break;
default:
{
cBlockHandler * Handler = BlockHandler(BlockType);
ASSERT(Handler != NULL); // Happenned on server restart, FS #243
Handler->OnUpdate(m_World, m_BlockTickX + m_PosX * Width, m_BlockTickY, m_BlockTickZ + m_PosZ * Width);
break;
}
}
}
unsigned int Index = MakeIndexNoCheck(m_BlockTickX, m_BlockTickY, m_BlockTickZ);
cBlockHandler * Handler = BlockHandler(m_BlockTypes[Index]);
ASSERT(Handler != NULL); // Happenned on server restart, FS #243
Handler->OnUpdate(m_World, m_BlockTickX + m_PosX * Width, m_BlockTickY, m_BlockTickZ + m_PosZ * Width);
} // for i - tickblocks
}
void cChunk::TickFarmland(int a_RelX, int a_RelY, int a_RelZ)
{
// TODO: Rain hydrates blocks, too. Check world weather, don't search for water if raining.
// NOTE: The desert biomes do not get precipitation, so another check needs to be made.
// Search for water in a close proximity:
// Ref.: http://www.minecraftwiki.net/wiki/Farmland#Hydrated_Farmland_Tiles
bool Found = false;
for (int y = a_RelY; y <= a_RelY + 1; y++)
{
for (int z = a_RelZ - 4; z <= a_RelZ + 4; z++)
{
for (int x = a_RelX - 4; x <= a_RelX + 4; x++)
{
BLOCKTYPE BlockType;
NIBBLETYPE Meta; // unused
if (!UnboundedRelGetBlock(x, y, z, BlockType, Meta))
{
// Too close to an unloaded chunk, we might miss a water block there, so don't tick at all
return;
}
if (
(BlockType == E_BLOCK_WATER) ||
(BlockType == E_BLOCK_STATIONARY_WATER)
)
{
Found = true;
break;
}
} // for x
if (Found)
{
break;
}
} // for z
if (Found)
{
break;
}
} // for y
NIBBLETYPE BlockMeta = GetMeta(a_RelX, a_RelY, a_RelZ);
if (Found)
{
// Water was found, hydrate the block until hydration reaches 7:
if (BlockMeta < 7)
{
FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, ++BlockMeta);
}
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
switch (GetBlock(a_RelX, a_RelY + 1, a_RelZ))
{
case E_BLOCK_CROPS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
break;
default:
FastSetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_DIRT, 0);
break;
}
}
void cChunk::GrowMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, MTRand & a_TickRandom)
{
// Convert the stem BlockType into produce BlockType