34fa53ca3a
Sand simulator was off, sand in negative coords wouldn't fall properly git-svn-id: http://mc-server.googlecode.com/svn/trunk@1489 0a769ca7-a7f5-676a-18bf-c427514a06d6
309 lines
6.7 KiB
C++
309 lines
6.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "SandSimulator.h"
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#include "../World.h"
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#include "../BlockID.h"
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#include "../Defines.h"
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#include "../FallingBlock.h"
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#include "../Chunk.h"
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cSandSimulator::cSandSimulator(cWorld & a_World, cIniFile & a_IniFile) :
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cSimulator(a_World),
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m_TotalBlocks(0)
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{
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m_IsInstantFall = a_IniFile.GetValueSetB("Physics", "SandInstantFall", false);
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}
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void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
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if (ChunkData.empty())
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{
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return;
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}
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int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
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int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
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for (cSandSimulatorChunkData::const_iterator itr = ChunkData.begin(), end = ChunkData.end(); itr != end; ++itr)
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{
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BLOCKTYPE BlockType = a_Chunk->GetBlock(itr->x, itr->y, itr->z);
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if (!IsAllowedBlock(BlockType) || (itr->y <= 0))
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{
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continue;
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}
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BLOCKTYPE BlockBelow = (itr->y > 0) ? a_Chunk->GetBlock(itr->x, itr->y - 1, itr->z) : E_BLOCK_AIR;
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if (CanStartFallingThrough(BlockBelow))
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{
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if (m_IsInstantFall)
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{
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DoInstantFall(a_Chunk, itr->x, itr->y, itr->z);
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continue;
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}
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Vector3i Pos;
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Pos.x = itr->x + BaseX;
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Pos.y = itr->y;
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Pos.z = itr->z + BaseZ;
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/*
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LOGD(
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"Creating a falling block at {%d, %d, %d} of type %s, block below: %s",
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Pos.x, Pos.y, Pos.z, ItemTypeToString(BlockType).c_str(), ItemTypeToString(BlockBelow).c_str()
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);
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*/
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cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z));
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FallingBlock->Initialize(&m_World);
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a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
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}
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}
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m_TotalBlocks -= ChunkData.size();
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ChunkData.clear();
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}
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bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_ANVIL:
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{
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return true;
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}
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}
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return false;
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}
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void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if (a_Chunk == NULL)
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_BlockY, RelZ)))
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{
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return;
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}
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// Check for duplicates:
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cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
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for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
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{
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if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
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{
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return;
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}
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}
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m_TotalBlocks += 1;
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ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
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}
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bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
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{
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// Please keep the list alpha-sorted
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_FIRE:
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case E_BLOCK_LAVA:
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case E_BLOCK_SNOW:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_WATER:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
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{
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// Please keep the list alpha-sorted
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_BROWN_MUSHROOM:
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case E_BLOCK_COBWEB:
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case E_BLOCK_CROPS:
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case E_BLOCK_DEAD_BUSH:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_FIRE:
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case E_BLOCK_FLOWER_POT:
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case E_BLOCK_LAVA:
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case E_BLOCK_LEVER:
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case E_BLOCK_MINECART_TRACKS:
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case E_BLOCK_MELON_STEM:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_PUMPKIN_STEM:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON:
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case E_BLOCK_REDSTONE_WIRE:
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case E_BLOCK_RED_MUSHROOM:
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case E_BLOCK_RED_ROSE:
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_SNOW:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_TALL_GRASS:
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case E_BLOCK_TORCH:
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case E_BLOCK_TRAPDOOR:
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case E_BLOCK_TRIPWIRE:
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case E_BLOCK_TRIPWIRE_HOOK:
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case E_BLOCK_WALLSIGN:
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case E_BLOCK_WATER:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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case E_BLOCK_YELLOW_FLOWER:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
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{
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// Please keep the list alpha-sorted
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switch (a_BlockType)
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{
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case E_BLOCK_AIR:
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case E_BLOCK_DEAD_BUSH:
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case E_BLOCK_FIRE:
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case E_BLOCK_LAVA:
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case E_BLOCK_SNOW:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_TALL_GRASS:
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case E_BLOCK_WATER:
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{
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return true;
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}
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}
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return false;
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}
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bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
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{
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switch (a_BlockType)
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{
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case E_BLOCK_STONE_SLAB:
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case E_BLOCK_WOODEN_SLAB:
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{
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return ((a_BlockMeta & 0x08) == 0); // Only a bottom-slab breaks the block
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}
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}
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return false;
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}
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void cSandSimulator::FinishFalling(
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cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
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BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
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)
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{
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ASSERT(a_BlockY < cChunkDef::Height);
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BLOCKTYPE CurrentBlockType = a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
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if ((a_FallingBlockType == E_BLOCK_ANVIL) || IsReplacedOnRematerialization(CurrentBlockType))
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{
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// Rematerialize the material here:
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
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return;
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}
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// Create a pickup instead:
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cItems Pickups;
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Pickups.Add((ENUM_ITEM_ID)a_FallingBlockType, 1, a_FallingBlockMeta);
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a_World->SpawnItemPickups(Pickups, (double)a_BlockX + 0.5, (double)a_BlockY + 0.5, (double)a_BlockZ + 0.5, 0);
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}
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void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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// Remove the original block:
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BLOCKTYPE FallingBlockType;
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NIBBLETYPE FallingBlockMeta;
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a_Chunk->GetBlockTypeMeta(a_RelX, a_RelY, a_RelZ, FallingBlockType, FallingBlockMeta);
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a_Chunk->SetBlock(a_RelX, a_RelY, a_RelZ, E_BLOCK_AIR, 0);
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// Search for a place to put it:
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for (int y = a_RelY - 1; y >= 0; y--)
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{
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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a_Chunk->GetBlockTypeMeta(a_RelX, y, a_RelZ, BlockType, BlockMeta);
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int BlockY;
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if (DoesBreakFallingThrough(BlockType, BlockMeta))
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{
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BlockY = y;
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}
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else if (!CanContinueFallThrough(BlockType))
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{
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BlockY = y + 1;
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}
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else
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{
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// Can fall further down
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continue;
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}
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// Finish the fall at the found bottom:
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int BlockX = a_RelX + a_Chunk->GetPosX() * cChunkDef::Width;
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int BlockZ = a_RelZ + a_Chunk->GetPosZ() * cChunkDef::Width;
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FinishFalling(&m_World, BlockX, BlockY, BlockZ, FallingBlockType, FallingBlockMeta);
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return;
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}
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// The block just "fell off the world" without leaving a trace
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}
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