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