1
0
cuberite-2a/source/Simulator/SandSimulator.cpp

310 lines
6.8 KiB
C++
Raw Normal View History

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SandSimulator.h"
#include "../World.h"
#include "../BlockID.h"
#include "../Defines.h"
#include "../FallingBlock.h"
#include "../Chunk.h"
cSandSimulator::cSandSimulator(cWorld & a_World, cIniFile & a_IniFile) :
cSimulator(a_World),
m_TotalBlocks(0)
{
m_IsInstantFall = a_IniFile.GetValueSetB("Physics", "SandInstantFall", false);
}
void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
{
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
if (ChunkData.empty())
{
return;
}
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))
{
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;
/*
LOGD(
"Creating a falling block at {%d, %d, %d} of type %s, block below: %s",
Pos.x, Pos.y, Pos.z, ItemTypeToString(BlockType).c_str(), ItemTypeToString(BlockBelow).c_str()
);
*/
cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z));
FallingBlock->Initialize(&m_World);
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)
{
switch (a_BlockType)
{
case E_BLOCK_SAND:
case E_BLOCK_GRAVEL:
case E_BLOCK_ANVIL:
case E_BLOCK_DRAGON_EGG:
{
return true;
}
}
return false;
}
void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if ((a_Chunk == NULL) || !a_Chunk->IsValid())
{
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;
}
// Check for duplicates:
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
return;
}
}
m_TotalBlocks += 1;
ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}
bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
{
// Please keep the list alpha-sorted
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_FIRE:
case E_BLOCK_LAVA:
case E_BLOCK_SNOW:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_WATER:
{
return true;
}
}
return false;
}
bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
{
// Please keep the list alpha-sorted
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_COBWEB:
case E_BLOCK_CROPS:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_DETECTOR_RAIL:
case E_BLOCK_FIRE:
case E_BLOCK_FLOWER_POT:
case E_BLOCK_LAVA:
case E_BLOCK_LEVER:
case E_BLOCK_MINECART_TRACKS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_POWERED_RAIL:
case E_BLOCK_PUMPKIN_STEM:
case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_WIRE:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_RED_ROSE:
case E_BLOCK_SIGN_POST:
case E_BLOCK_SNOW:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_STONE_BUTTON:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_TORCH:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRIPWIRE:
case E_BLOCK_TRIPWIRE_HOOK:
case E_BLOCK_WALLSIGN:
case E_BLOCK_WATER:
case E_BLOCK_WOODEN_BUTTON:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_YELLOW_FLOWER:
{
return true;
}
}
return false;
}
bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
{
// Please keep the list alpha-sorted
switch (a_BlockType)
{
case E_BLOCK_AIR:
case E_BLOCK_DEAD_BUSH:
case E_BLOCK_FIRE:
case E_BLOCK_LAVA:
case E_BLOCK_SNOW:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_TALL_GRASS:
case E_BLOCK_WATER:
{
return true;
}
}
return false;
}
bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
switch (a_BlockType)
{
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WOODEN_SLAB:
{
return ((a_BlockMeta & 0x08) == 0); // Only a bottom-slab breaks the block
}
}
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)
{
// Remove the original block:
BLOCKTYPE FallingBlockType;
NIBBLETYPE FallingBlockMeta;
a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, FallingBlockType, FallingBlockMeta);
a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
// Search for a place to put it:
for (int y = a_RelY - 1; y >= 0; y--)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
a_Chunk->GetBlockTypeMeta(a_RelX, y, a_RelZ, BlockType, BlockMeta);
int BlockY;
if (DoesBreakFallingThrough(BlockType, BlockMeta))
{
BlockY = y;
}
else if (!CanContinueFallThrough(BlockType))
{
BlockY = y + 1;
}
else
{
// Can fall further down
continue;
}
// Finish the fall at the found bottom:
int BlockX = a_RelX + a_Chunk->GetPosX() * cChunkDef::Width;
int BlockZ = a_RelZ + a_Chunk->GetPosZ() * cChunkDef::Width;
FinishFalling(&m_World, BlockX, BlockY, BlockZ, FallingBlockType, FallingBlockMeta);
return;
}
// The block just "fell off the world" without leaving a trace
}