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Added code for the chunks to manipulate their neighbors while ticking. Also added some basic farming support - melon and pumpkin growing code. Untested and untestable so far, will test and fix later.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@518 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-05-29 14:59:43 +00:00
parent 3c97a8e8a5
commit 9d6a5b9ce0
10 changed files with 445 additions and 327 deletions

View File

@@ -542,6 +542,16 @@ void cChunk::Tick(float a_Dt, MTRand & a_TickRandom)
void cChunk::TickBlocks(MTRand & a_TickRandom)
{
// Tick dem blocks
/*
// DEBUG:
int RandomX = 0;
int RandomY = 1;
int RandomZ = 0;
m_BlockTickX = 0;
m_BlockTickY = 40;
m_BlockTickZ = 0;
*/
int RandomX = a_TickRandom.randInt();
int RandomY = a_TickRandom.randInt();
int RandomZ = a_TickRandom.randInt();
@@ -552,41 +562,43 @@ void cChunk::TickBlocks(MTRand & a_TickRandom)
m_BlockTickY = (m_BlockTickY + RandomY) % Height;
m_BlockTickZ = (m_BlockTickZ + RandomZ) % Width;
if( m_BlockTickY > m_HeightMap[ m_BlockTickX + m_BlockTickZ * Width ] ) continue; // It's all air up here
if (m_BlockTickY > m_HeightMap[ m_BlockTickX + m_BlockTickZ * Width])
{
continue; // It's all air up here
}
unsigned int Index = MakeIndexNoCheck( m_BlockTickX, m_BlockTickY, m_BlockTickZ );
char ID = m_BlockTypes[Index];
BLOCKTYPE ID = m_BlockTypes[Index];
switch( ID )
{
/*
// TODO: re-enable
case E_BLOCK_DIRT:
{
char AboveBlock = GetBlock( Index+1 );
if ( (AboveBlock == 0) && GetNibble( m_BlockSkyLight, Index ) > 0xf/2 ) // Half lit //changed to not allow grass if any one hit object is on top
{
FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_GRASS, GetNibble( m_BlockMeta, Index ) );
}
if ( (g_BlockOneHitDig[AboveBlock]) && GetNibble( m_BlockSkyLight, Index+1 ) > 0xf/2 ) // Half lit //ch$
{
FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_GRASS, GetNibble( m_BlockMeta, Index ) );
}
break;
}
*/
case E_BLOCK_GRASS:
{
char AboveBlock = GetBlock( Index + (Width * Width) );
// Grass turns into dirt if there's another block on top of it:
BLOCKTYPE AboveBlock = GetBlock(Index + (Width * Width) );
if (!( (AboveBlock == E_BLOCK_AIR) || (g_BlockOneHitDig[AboveBlock]) || (g_BlockTransparent[AboveBlock]) ) )
{
FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_DIRT, GetNibble( m_BlockMeta, Index ) );
}
// TODO: Grass spreads to nearby blocks if there's enough light and free space above that block
// Ref.: http://www.minecraftwiki.net/wiki/Grass_Block#Growth
break;
}
case E_BLOCK_SAPLING: //todo: check meta of sapling. change m_World->GrowTree to look change trunk and leaves based on meta of sapling
case E_BLOCK_CROPS:
{
NIBBLETYPE Meta = GetMeta(Index);
if (Meta < 7)
{
FastSetBlock(m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_CROPS, ++Meta);
}
break;
}
case E_BLOCK_PUMPKIN_STEM:
case E_BLOCK_MELON_STEM: TickMelonPumpkin(m_BlockTickX, m_BlockTickY, m_BlockTickZ, Index, ID, a_TickRandom); break;
case E_BLOCK_SAPLING:
{
// Check the highest bit, if set, grow the tree, if not, set it (1-bit delay):
NIBBLETYPE Meta = GetMeta(m_BlockTickX, m_BlockTickY, m_BlockTickZ);
@@ -618,6 +630,151 @@ void cChunk::TickBlocks(MTRand & a_TickRandom)
void cChunk::TickMelonPumpkin(int a_RelX, int a_RelY, int a_RelZ, int a_BlockIdx, BLOCKTYPE a_BlockType, MTRand & a_TickRandom)
{
NIBBLETYPE Meta = GetMeta(a_BlockIdx);
if (Meta < 7)
{
FastSetBlock(m_BlockTickX, m_BlockTickY, m_BlockTickZ, a_BlockType, ++Meta);
return;
}
// Convert the stem BlockType into produce BlockType
BLOCKTYPE ProduceType;
switch (a_BlockType)
{
case E_BLOCK_MELON_STEM: ProduceType = E_BLOCK_MELON; break;
case E_BLOCK_PUMPKIN_STEM: ProduceType = E_BLOCK_PUMPKIN; break;
default:
{
ASSERT(!"Unhandled blocktype in TickMelonPumpkin()");
return;
}
}
// Check if there's another melon / pumpkin around that stem, if so, abort:
bool IsValid;
BLOCKTYPE BlockType[4];
NIBBLETYPE BlockMeta; // unused
IsValid = UnboundedRelGetBlock(a_RelX + 1, a_RelY, a_RelZ, BlockType[0], BlockMeta);
IsValid = IsValid && UnboundedRelGetBlock(a_RelX - 1, a_RelY, a_RelZ, BlockType[1], BlockMeta);
IsValid = IsValid && UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ + 1, BlockType[2], BlockMeta);
IsValid = IsValid && UnboundedRelGetBlock(a_RelX, a_RelY, a_RelZ - 1, BlockType[3], BlockMeta);
if (
!IsValid ||
(BlockType[0] == ProduceType) ||
(BlockType[1] == ProduceType) ||
(BlockType[2] == ProduceType) ||
(BlockType[3] == ProduceType)
)
{
// Neighbors not valid or already taken by the same produce
return;
}
// Pick a direction in which to place the produce:
int x = 0, z = 0;
int CheckType = a_TickRandom.randInt(4); // The index to the neighbors array which should be checked for emptiness
switch (CheckType)
{
case 0: x = 1; break;
case 1: x = -1; break;
case 2: z = 1; break;
case 3: z = -1; break;
}
// Check that the block in that direction is empty:
switch (BlockType[CheckType])
{
case E_BLOCK_AIR:
case E_BLOCK_SNOW:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_DEAD_BUSH:
{
break;
}
default: return;
}
// Check if there's soil under the neighbor. We already know the neighbors are valid. Place produce if ok
BLOCKTYPE Soil;
UnboundedRelGetBlock(a_RelX + x, a_RelY, a_RelZ + z, Soil, BlockMeta);
switch (Soil)
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_FARMLAND:
{
// Place a randomly-facing produce:
UnboundedRelFastSetBlock(a_RelX + x, a_RelY, a_RelZ + z, ProduceType, (NIBBLETYPE)(a_TickRandom.randInt(4) % 4));
break;
}
}
}
bool cChunk::UnboundedRelGetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta)
{
if ((a_RelX >= 0) && (a_RelX <= cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ <= cChunkDef::Width))
{
int BlockIdx = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
a_BlockType = GetBlock(BlockIdx);
a_BlockMeta = GetMeta(BlockIdx);
return true;
}
return m_ChunkMap->LockedGetBlock(
m_PosX * cChunkDef::Width + a_RelX,
ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
m_PosZ * cChunkDef::Width + a_RelZ,
a_BlockType, a_BlockMeta
);
}
bool cChunk::UnboundedRelSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
if ((a_RelX >= 0) && (a_RelX <= cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ <= cChunkDef::Width))
{
SetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta);
return true;
}
return m_ChunkMap->LockedSetBlock(
m_PosX * cChunkDef::Width + a_RelX,
ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
m_PosZ * cChunkDef::Width + a_RelZ,
a_BlockType, a_BlockMeta
);
}
bool cChunk::UnboundedRelFastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
if ((a_RelX >= 0) && (a_RelX <= cChunkDef::Width) && (a_RelZ >= 0) && (a_RelZ <= cChunkDef::Width))
{
FastSetBlock(a_RelX, a_RelY, a_RelZ, a_BlockType, a_BlockMeta);
return true;
}
return m_ChunkMap->LockedFastSetBlock(
m_PosX * cChunkDef::Width + a_RelX,
ZERO_CHUNK_Y * cChunkDef::Height + a_RelY,
m_PosZ * cChunkDef::Width + a_RelZ,
a_BlockType, a_BlockMeta
);
}
int cChunk::GetHeight( int a_X, int a_Z )
{
ASSERT((a_X >= 0) && (a_X < Width) && (a_Z >= 0) && (a_Z < Width));
@@ -704,176 +861,6 @@ void cChunk::CalculateHeightmap()
void cChunk::CalculateLighting()
{
// Calculate sunlight
memset(m_BlockSkyLight, 0xff, NumBlocks / 2 ); // Set all to fully lit, so everything above HeightMap is lit
for (int x = 0; x < Width; x++)
{
for (int z = 0; z < Width; z++)
{
char sunlight = 0xf;
for (int y = m_HeightMap[x + z*Width]; y > -1; y--)
{
int index = MakeIndexNoCheck(x, y, z);
if( g_BlockTransparent[ (int)m_BlockTypes[index] ] == false )
{
sunlight = 0x0;
}
SetNibble( m_BlockSkyLight, index, sunlight );
}
}
}
// Calculate blocklights
for (int x = 0; x < Width; x++)
{
for (int z = 0; z < Width; z++)
{
int MaxHeight = m_HeightMap[x + z * Width];
for (int y = 0; y < MaxHeight; y++)
{
char BlockID = GetBlock(x, y, z);
SetNibble( m_BlockLight, x, y, z, g_BlockLightValue[(int)BlockID] );
}
}
}
SpreadLight(m_BlockSkyLight);
SpreadLight(m_BlockLight);
MarkDirty();
}
void cChunk::SpreadLight(NIBBLETYPE * a_LightBuffer)
{
// Spread the light
for(int x = 0; x < Width; x++) for(int z = 0; z < Width; z++) for(int y = 0; y < Height; y++)
{
int index = MakeIndexNoCheck(x, y, z);
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
SpreadLightOfBlock(a_LightBuffer, x, y, z, g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]);
}
}
for(int x = Width-1; x > -1; x--) for(int z = Width-1; z > -1; z--) for(int y = Height-1; y > -1; y--)
{
int index = MakeIndexNoCheck(x, y, z);
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
SpreadLightOfBlock(a_LightBuffer, x, y, z, g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]);
}
}
bool bCalcLeft, bCalcRight, bCalcFront, bCalcBack;
bCalcLeft = bCalcRight = bCalcFront = bCalcBack = false;
// Spread to neighbour chunks X-axis
cChunkPtr LeftChunk = m_ChunkMap->GetChunkNoGen( m_PosX - 1, m_PosY, m_PosZ );
cChunkPtr RightChunk = m_ChunkMap->GetChunkNoGen( m_PosX + 1, m_PosY, m_PosZ );
NIBBLETYPE * LeftSky = NULL, * RightSky = NULL;
if (LeftChunk->IsValid())
{
LeftSky = (a_LightBuffer == m_BlockSkyLight) ? LeftChunk->m_BlockSkyLight : LeftChunk->m_BlockLight;
}
if (RightChunk->IsValid())
{
RightSky = (a_LightBuffer == m_BlockSkyLight) ? RightChunk->m_BlockSkyLight : RightChunk->m_BlockLight;
}
for (int z = 0; z < Width; z++) for(int y = 0; y < Height; y++)
{
if (LeftSky != NULL)
{
int index = MakeIndexNoCheck( 0, y, z );
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
BLOCKTYPE CurrentLight = GetNibble( a_LightBuffer, 0, y, z );
BLOCKTYPE LeftLight = GetNibble( LeftSky, Width-1, y, z );
if( LeftLight < CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] )
{
SetNibble( LeftSky, Width - 1, y, z, MAX(0, CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]) );
bCalcLeft = true;
}
}
}
if (RightSky != NULL)
{
int index = MakeIndexNoCheck( Width - 1, y, z );
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
BLOCKTYPE CurrentLight = GetNibble( a_LightBuffer, Width-1, y, z );
BLOCKTYPE RightLight = GetNibble( RightSky, 0, y, z );
if( RightLight < CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] )
{
SetNibble( RightSky, 0, y, z, MAX(0, CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]) );
bCalcRight = true;
}
}
}
}
// Spread to neighbour chunks Z-axis
cChunkPtr FrontChunk = m_ChunkMap->GetChunkNoGen( m_PosX, m_PosY, m_PosZ - 1 );
cChunkPtr BackChunk = m_ChunkMap->GetChunkNoGen( m_PosX, m_PosY, m_PosZ + 1 );
NIBBLETYPE * FrontSky = NULL, * BackSky = NULL;
if (FrontChunk->IsValid())
{
FrontSky = (a_LightBuffer == m_BlockSkyLight) ? FrontChunk->m_BlockSkyLight : FrontChunk->m_BlockLight;
}
if (BackChunk->IsValid())
{
BackSky = (a_LightBuffer == m_BlockSkyLight) ? BackChunk->m_BlockSkyLight : BackChunk->m_BlockLight;
}
for(int x = 0; x < Width; x++) for(int y = 0; y < Height; y++)
{
if (FrontSky != NULL)
{
int index = MakeIndexNoCheck( x, y, 0 );
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
BLOCKTYPE CurrentLight = GetNibble( a_LightBuffer, x, y, 0 );
BLOCKTYPE FrontLight = GetNibble( FrontSky, x, y, Width-1 );
if( FrontLight < CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] )
{
SetNibble( FrontSky, x, y, Width-1, MAX(0, CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]) );
bCalcFront = true;
}
}
}
if (BackSky != NULL)
{
int index = MakeIndexNoCheck( x, y, Width-1 );
if( g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] > 0 )
{
BLOCKTYPE CurrentLight = GetNibble( a_LightBuffer, x, y, Width-1 );
BLOCKTYPE BackLight = GetNibble( BackSky, x, y, 0 );
if ( BackLight < CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ] )
{
SetNibble( BackSky, x, y, 0, MAX(0, CurrentLight-g_BlockSpreadLightFalloff[ m_BlockTypes[index] ]) );
bCalcBack = true;
}
}
}
}
if ( bCalcLeft ) m_World->ReSpreadLighting( m_PosX - 1, m_PosY, m_PosZ );
if ( bCalcRight ) m_World->ReSpreadLighting( m_PosX + 1, m_PosY, m_PosZ );
if ( bCalcFront ) m_World->ReSpreadLighting( m_PosX, m_PosY, m_PosZ - 1 );
if ( bCalcBack ) m_World->ReSpreadLighting( m_PosX, m_PosY, m_PosZ + 1 );
// No need to set those neighbors dirty, they will recalc their light anyway so they'll get marked dirty there
}
void cChunk::SetBlock( int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta )
{
if (a_RelX < 0 || a_RelX >= Width || a_RelY < 0 || a_RelY >= Height || a_RelZ < 0 || a_RelZ >= Width)