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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

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@ -1734,6 +1734,10 @@
RelativePath="..\source\blocks\BlockEntity.h"
>
</File>
<File
RelativePath="..\source\Blocks\BlockFarmland.h"
>
</File>
<File
RelativePath="..\source\blocks\BlockFire.h"
>

View File

@ -26,7 +26,7 @@ public:
}
void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
if (m_BlockType != E_BLOCK_GRASS)
{

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@ -0,0 +1,99 @@
// BlockFarmland.h
// Declares the cBlcokFarmlandHandler representing the block handler for farmland
#pragma once
#include "BlockHandler.h"
#include "../BlockArea.h"
class cBlockFarmlandHandler :
public cBlockHandler
{
typedef cBlockHandler super;
public:
cBlockFarmlandHandler(void) :
super(E_BLOCK_FARMLAND)
{
}
virtual void OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ) override
{
// TODO: Rain hydrates farmland, 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
cBlockArea Area;
if (!Area.Read(a_World, a_BlockX - 4, a_BlockX + 4, a_BlockY, a_BlockY + 1, a_BlockZ - 4, a_BlockZ + 4))
{
// Too close to the world edge, cannot check surroudnings; don't tick at all
return;
}
bool Found = false;
int NumBlocks = Area.GetBlockCount();
BLOCKTYPE * BlockTypes = Area.GetBlockTypes();
for (int i = 0; i < NumBlocks; i++)
{
if (
(BlockTypes[i] == E_BLOCK_WATER) ||
(BlockTypes[i] == E_BLOCK_STATIONARY_WATER)
)
{
Found = true;
break;
}
}
NIBBLETYPE BlockMeta = a_World->GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
if (Found)
{
// Water was found, hydrate the block until hydration reaches 7:
if (BlockMeta < 7)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, m_BlockType, ++BlockMeta);
}
return;
}
// Water wasn't found, de-hydrate block:
if (BlockMeta > 0)
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FARMLAND, --BlockMeta);
return;
}
// Farmland too dry. If nothing is growing on top, turn back to dirt:
switch (a_World->GetBlock(a_BlockX, a_BlockY + 1, a_BlockZ))
{
case E_BLOCK_CROPS:
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
{
// Produce on top, don't revert
break;
}
default:
{
a_World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_DIRT, 0);
break;
}
}
}
} ;

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@ -1,3 +1,4 @@
#include "Globals.h"
#include "BlockHandler.h"
#include "../Item.h"
@ -42,23 +43,24 @@
#include "BlockOre.h"
#include "BlockNote.h"
#include "BlockBed.h"
#include "BlockFarmland.h"
bool cBlockHandler::m_HandlerInitialized = false;
cBlockHandler *cBlockHandler::m_BlockHandler[256];
bool cBlockHandler::m_HandlerInitialized = false;
cBlockHandler * cBlockHandler::m_BlockHandler[256];
cBlockHandler *cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
cBlockHandler * cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
{
if (!m_HandlerInitialized)
{
//We have to initialize
// We have to initialize
memset(m_BlockHandler, 0, sizeof(m_BlockHandler));
m_HandlerInitialized = true;
}
@ -74,123 +76,85 @@ cBlockHandler *cBlockHandler::GetBlockHandler(BLOCKTYPE a_BlockType)
cBlockHandler *cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
{
switch(a_BlockType)
{
case E_BLOCK_SAND:
return new cBlockSandHandler(a_BlockType);
case E_BLOCK_GRAVEL:
return new cBlockGravelHandler(a_BlockType);
case E_BLOCK_WOODEN_DOOR:
case E_BLOCK_IRON_DOOR:
return new cBlockDoorHandler(a_BlockType);
case E_BLOCK_FIRE:
return new cBlockFireHandler(a_BlockType);
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_REDSTONE_TORCH_OFF:
return new cBlockRedstoneTorchHandler(a_BlockType);
case E_BLOCK_REDSTONE_WIRE:
return new cBlockRedstoneHandler(a_BlockType);
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
return new cBlockPistonHandler(a_BlockType);
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
return new cBlockRedstoneRepeaterHandler(a_BlockType);
case E_BLOCK_WORKBENCH:
return new cBlockWorkbenchHandler(a_BlockType);
case E_BLOCK_SNOW:
return new cBlockSnowHandler(a_BlockType);
case E_BLOCK_TALL_GRASS:
return new cBlockTallGrassHandler(a_BlockType);
case E_BLOCK_VINES:
return new cBlockVineHandler(a_BlockType);
case ::E_BLOCK_WOOL:
return new cBlockClothHandler(a_BlockType);
case E_BLOCK_WOODEN_SLAB:
case E_BLOCK_STONE_SLAB:
case E_BLOCK_DOUBLE_WOODEN_SLAB:
case E_BLOCK_DOUBLE_STONE_SLAB:
return new cBlockSlabHandler(a_BlockType);
case E_BLOCK_LOG:
case E_BLOCK_PLANKS:
return new cBlockWoodHandler(a_BlockType);
case E_BLOCK_TORCH:
return new cBlockTorchHandler(a_BlockType);
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
return new cBlockDirtHandler(a_BlockType);
case E_BLOCK_LEAVES:
return new cBlockLeavesHandler(a_BlockType);
case E_BLOCK_SAPLING:
return new cBlockSaplingHandler(a_BlockType);
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_LAVA:
return new cBlockFluidHandler(a_BlockType);
case E_BLOCK_DISPENSER:
return new cBlockDispenserHandler(a_BlockType);
case E_BLOCK_FURNACE:
case E_BLOCK_LIT_FURNACE:
return new cBlockFurnaceHandler(a_BlockType);
case E_BLOCK_CHEST:
return new cBlockChestHandler(a_BlockType);
case E_BLOCK_ICE:
return new cBlockIceHandler(a_BlockType);
case E_BLOCK_LADDER:
return new cBlockLadderHandler(a_BlockType);
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_BRICK_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_WOODEN_STAIRS:
case E_BLOCK_SPRUCE_WOOD_STAIRS:
case E_BLOCK_BIRCH_WOOD_STAIRS:
case E_BLOCK_JUNGLE_WOOD_STAIRS:
return new cBlockStairsHandler(a_BlockType);
case E_BLOCK_SIGN_POST:
case E_BLOCK_WALLSIGN:
return new cBlockSignHandler(a_BlockType);
case E_BLOCK_CROPS:
return new cBlockCropsHandler(a_BlockType);
case E_BLOCK_SUGARCANE:
return new cBlockSugarcaneHandler(a_BlockType);
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
return new cBlockFlowerHandler(a_BlockType);
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
return new cBlockMushroomHandler(a_BlockType);
case E_BLOCK_CACTUS:
return new cBlockCactusHandler(a_BlockType);
case E_BLOCK_MELON_STEM:
case E_BLOCK_PUMPKIN_STEM:
return new cBlockStemsHandler(a_BlockType);
case E_BLOCK_GLOWSTONE:
return new cBlockGlowstoneHandler(a_BlockType);
case E_BLOCK_DIAMOND_ORE:
case E_BLOCK_GOLD_ORE:
case E_BLOCK_REDSTONE_ORE:
case E_BLOCK_REDSTONE_ORE_GLOWING:
case E_BLOCK_EMERALD_ORE:
case E_BLOCK_IRON_ORE:
case E_BLOCK_LAPIS_ORE:
case E_BLOCK_COAL_ORE:
return new cBlockOreHandler(a_BlockType);
case E_BLOCK_STONE:
case E_BLOCK_COBBLESTONE:
return new cBlockStoneHandler(a_BlockType);
case E_BLOCK_MELON:
return new cBlockMelonHandler(a_BlockType);
case E_BLOCK_NOTE_BLOCK:
return new cBlockNoteHandler(a_BlockType);
case E_BLOCK_BED:
return new cBlockBedHandler(a_BlockType);
default:
return new cBlockHandler(a_BlockType);
break;
// Block handlers, alphabetically sorted:
case E_BLOCK_BED: return new cBlockBedHandler (a_BlockType);
case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_BROWN_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
case E_BLOCK_CACTUS: return new cBlockCactusHandler (a_BlockType);
case E_BLOCK_CHEST: return new cBlockChestHandler (a_BlockType);
case E_BLOCK_COAL_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_COBBLESTONE: return new cBlockStoneHandler (a_BlockType);
case E_BLOCK_COBBLESTONE_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_CROPS: return new cBlockCropsHandler (a_BlockType);
case E_BLOCK_DIAMOND_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_DIRT: return new cBlockDirtHandler (a_BlockType);
case E_BLOCK_DISPENSER: return new cBlockDispenserHandler (a_BlockType);
case E_BLOCK_DOUBLE_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_DOUBLE_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_EMERALD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler;
case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType);
case E_BLOCK_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
case E_BLOCK_GLOWSTONE: return new cBlockGlowstoneHandler (a_BlockType);
case E_BLOCK_GOLD_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_GRASS: return new cBlockDirtHandler (a_BlockType);
case E_BLOCK_GRAVEL: return new cBlockGravelHandler (a_BlockType);
case E_BLOCK_ICE: return new cBlockIceHandler (a_BlockType);
case E_BLOCK_IRON_DOOR: return new cBlockDoorHandler (a_BlockType);
case E_BLOCK_IRON_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_JUNGLE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_LADDER: return new cBlockLadderHandler (a_BlockType);
case E_BLOCK_LAPIS_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_LAVA: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_LEAVES: return new cBlockLeavesHandler (a_BlockType);
case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler (a_BlockType);
case E_BLOCK_LOG: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_MELON: return new cBlockMelonHandler (a_BlockType);
case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_NETHER_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_NOTE_BLOCK: return new cBlockNoteHandler (a_BlockType);
case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_REDSTONE_ORE: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_REDSTONE_ORE_GLOWING: return new cBlockOreHandler (a_BlockType);
case E_BLOCK_REDSTONE_REPEATER_OFF: return new cBlockRedstoneRepeaterHandler(a_BlockType);
case E_BLOCK_REDSTONE_REPEATER_ON: return new cBlockRedstoneRepeaterHandler(a_BlockType);
case E_BLOCK_REDSTONE_TORCH_OFF: return new cBlockRedstoneTorchHandler (a_BlockType);
case E_BLOCK_REDSTONE_TORCH_ON: return new cBlockRedstoneTorchHandler (a_BlockType);
case E_BLOCK_REDSTONE_WIRE: return new cBlockRedstoneHandler (a_BlockType);
case E_BLOCK_RED_MUSHROOM: return new cBlockMushroomHandler (a_BlockType);
case E_BLOCK_RED_ROSE: return new cBlockFlowerHandler (a_BlockType);
case E_BLOCK_SAND: return new cBlockSandHandler (a_BlockType);
case E_BLOCK_SAPLING: return new cBlockSaplingHandler (a_BlockType);
case E_BLOCK_SIGN_POST: return new cBlockSignHandler (a_BlockType);
case E_BLOCK_SNOW: return new cBlockSnowHandler (a_BlockType);
case E_BLOCK_SPRUCE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_STATIONARY_LAVA: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_STATIONARY_WATER: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_STICKY_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_STONE: return new cBlockStoneHandler (a_BlockType);
case E_BLOCK_STONE_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);
case E_BLOCK_WATER: return new cBlockFluidHandler (a_BlockType);
case E_BLOCK_WOODEN_DOOR: return new cBlockDoorHandler (a_BlockType);
case E_BLOCK_WOODEN_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_WOODEN_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_WOOL: return new cBlockClothHandler (a_BlockType);
case E_BLOCK_WORKBENCH: return new cBlockWorkbenchHandler (a_BlockType);
case E_BLOCK_YELLOW_FLOWER: return new cBlockFlowerHandler (a_BlockType);
default: return new cBlockHandler(a_BlockType);
}
}
@ -200,10 +164,11 @@ cBlockHandler *cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
void cBlockHandler::Deinit()
{
for(int i = 0; i < 256; i++)
for (int i = 0; i < 256; i++)
{
delete m_BlockHandler[i];
}
memset(m_BlockHandler, 0, sizeof(m_BlockHandler)); // Don't leave any dangling pointers around, just in case
m_HandlerInitialized = false;
}
@ -220,7 +185,7 @@ cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
void cBlockHandler::OnUpdate(cWorld *a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
void cBlockHandler::OnUpdate(cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ)
{
}

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