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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-02 20:57:09 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-03-02 20:57:09 +0100
commit6744738a85c60238585dcf72af211f852fd7e4c6 (patch)
tree47f36786b377a69097dc479ea9ab8991b35eb9d5 /source/Simulator
parentAdded the anvil block (diff)
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Diffstat (limited to 'source/Simulator')
-rw-r--r--source/Simulator/SandSimulator.cpp235
-rw-r--r--source/Simulator/SandSimulator.h58
2 files changed, 232 insertions, 61 deletions
diff --git a/source/Simulator/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp
index 04bcc498c..27e137354 100644
--- a/source/Simulator/SandSimulator.cpp
+++ b/source/Simulator/SandSimulator.cpp
@@ -12,102 +12,243 @@
-cSandSimulator::cSandSimulator(cWorld & a_World)
- : cSimulator(a_World)
- , m_Blocks(new BlockList)
- , m_Buffer(new BlockList)
+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;
+ 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();
}
-cSandSimulator::~cSandSimulator()
+bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
{
- delete m_Buffer;
- delete m_Blocks;
+ switch (a_BlockType)
+ {
+ case E_BLOCK_SAND:
+ case E_BLOCK_GRAVEL:
+ case E_BLOCK_ANVIL:
+ {
+ return true;
+ }
+ }
+ return false;
}
-void cSandSimulator::Simulate(float a_Dt)
+void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
- m_Buffer->clear();
- std::swap( m_Blocks, m_Buffer );
+ if (a_Chunk == NULL)
+ {
+ 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;
+ }
- for( BlockList::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
+ // Check for duplicates:
+ cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
+ for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
- Vector3i Pos = *itr;
- BLOCKTYPE BlockID = m_World.GetBlock(Pos.x, Pos.y, Pos.z);
- if(!IsAllowedBlock(BlockID))
- continue;
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
+ {
+ return;
+ }
+ }
+
+ m_TotalBlocks += 1;
+ ChunkData.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
+}
+
- BLOCKTYPE BottomBlock = m_World.GetBlock( Pos.x, Pos.y - 1, Pos.z );
-
- if( IsPassable(BottomBlock) )
+
+
+
+bool cSandSimulator::CanStartFallingThrough(BLOCKTYPE a_BlockType)
+{
+ switch (a_BlockType)
+ {
+ case E_BLOCK_AIR:
+ case E_BLOCK_FIRE:
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
{
- cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockID);
- FallingBlock->Initialize(&m_World);
- m_World.SetBlock( Pos.x, Pos.y, Pos.z, E_BLOCK_AIR, 0 );
+ return true;
}
}
-
+ return false;
}
-bool cSandSimulator::IsAllowedBlock( BLOCKTYPE a_BlockType )
+bool cSandSimulator::CanContinueFallThrough(BLOCKTYPE a_BlockType)
{
- return a_BlockType == E_BLOCK_SAND
- || a_BlockType == E_BLOCK_GRAVEL;
+ switch (a_BlockType)
+ {
+ case E_BLOCK_AIR:
+ case E_BLOCK_FIRE:
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
+ case E_BLOCK_POWERED_RAIL:
+ case E_BLOCK_DETECTOR_RAIL:
+ case E_BLOCK_COBWEB:
+ case E_BLOCK_TALL_GRASS:
+ case E_BLOCK_DEAD_BUSH:
+ case E_BLOCK_YELLOW_FLOWER:
+ case E_BLOCK_RED_ROSE:
+ case E_BLOCK_BROWN_MUSHROOM:
+ case E_BLOCK_RED_MUSHROOM:
+ case E_BLOCK_TORCH:
+ case E_BLOCK_REDSTONE_WIRE:
+ case E_BLOCK_CROPS:
+ case E_BLOCK_PUMPKIN_STEM:
+ case E_BLOCK_MELON_STEM:
+ case E_BLOCK_REDSTONE_TORCH_OFF:
+ case E_BLOCK_REDSTONE_TORCH_ON:
+ case E_BLOCK_STONE_BUTTON:
+ case E_BLOCK_STONE_PRESSURE_PLATE:
+ case E_BLOCK_WOODEN_BUTTON:
+ case E_BLOCK_WOODEN_PRESSURE_PLATE:
+ case E_BLOCK_REDSTONE_REPEATER_OFF:
+ case E_BLOCK_REDSTONE_REPEATER_ON:
+ {
+ return true;
+ }
+ }
+ return false;
}
-void cSandSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
+bool cSandSimulator::IsReplacedOnRematerialization(BLOCKTYPE a_BlockType)
{
- // TODO: Optimize this by passing the block type along
- int RelX = a_BlockX;
- int RelY = a_BlockY;
- int RelZ = a_BlockZ;
- int ChunkX, ChunkZ;
- cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
- if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, RelY, RelZ)))
+ switch (a_BlockType)
{
- return;
+ case E_BLOCK_AIR:
+ case E_BLOCK_FIRE:
+ case E_BLOCK_WATER:
+ case E_BLOCK_STATIONARY_WATER:
+ case E_BLOCK_LAVA:
+ case E_BLOCK_STATIONARY_LAVA:
+ case E_BLOCK_TALL_GRASS:
+ case E_BLOCK_DEAD_BUSH:
+ {
+ return true;
+ }
}
+ return false;
+}
- Vector3i Block(a_BlockX, a_BlockY, a_BlockZ);
-
- //check for duplicates
- for (BlockList::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr)
+
+
+
+
+bool cSandSimulator::DoesBreakFallingThrough(BLOCKTYPE a_BlockType)
+{
+ switch (a_BlockType)
{
- Vector3i Pos = *itr;
- if ((Pos.x == a_BlockX) && (Pos.y == a_BlockY) && (Pos.z == a_BlockZ))
+ case E_BLOCK_STONE_SLAB:
+ case E_BLOCK_WOODEN_SLAB:
{
- return;
+ return true;
}
}
+ return false;
+}
+
- m_Blocks->push_back(Block);
+
+
+
+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);
}
-bool cSandSimulator::IsPassable(BLOCKTYPE a_BlockType)
+void cSandSimulator::DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
{
- return (a_BlockType == E_BLOCK_AIR)
- || IsBlockWater(a_BlockType)
- || IsBlockLava(a_BlockType)
- || (a_BlockType == E_BLOCK_FIRE);
+ // TODO
}
+
+
+
+
diff --git a/source/Simulator/SandSimulator.h b/source/Simulator/SandSimulator.h
index ebd154f2d..571258049 100644
--- a/source/Simulator/SandSimulator.h
+++ b/source/Simulator/SandSimulator.h
@@ -2,32 +2,62 @@
#pragma once
#include "Simulator.h"
-#include "../BlockEntity.h"
-#include "../Vector3i.h"
-class cSandSimulator : public cSimulator
+/// Despite the class name, this simulator takes care of all blocks that fall when suspended in the air.
+class cSandSimulator :
+ public cSimulator
{
public:
- cSandSimulator(cWorld & a_World);
- ~cSandSimulator();
-
- virtual void Simulate( float a_Dt ) override;
-
- virtual bool IsAllowedBlock( BLOCKTYPE a_BlockType ) override;
- virtual bool IsPassable( BLOCKTYPE a_BlockType );
+ cSandSimulator(cWorld & a_World, cIniFile & a_IniFile);
+
+ // cSimulator overrides:
+ virtual void Simulate(float a_Dt) override {} // Unused in this simulator
+ virtual void SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
+ virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
+
+ /// Returns true if a falling-able block can start falling through the specified block type
+ static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
+
+ /// Returns true if an already-falling block can pass through the specified block type (e. g. torch)
+ static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
+
+ /// Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass)
+ static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
+
+ /// Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs)
+ static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType);
+
+ /** Called when a block finishes falling at the specified coords, either by insta-fall,
+ or through cFallingBlock entity.
+ It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
+ based on the block currently present in the world at the dest specified coords
+ */
+ static void FinishFalling(
+ cWorld * a_World, int a_BlockX, int a_BlockY, int a_BlockZ,
+ BLOCKTYPE a_FallingBlockType, NIBBLETYPE a_FallingBlockMeta
+ );
protected:
+ bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
+
+ int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
+
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
- typedef std::list <Vector3i> BlockList;
- BlockList * m_Blocks;
- BlockList * m_Buffer;
+
+ /// Performs the instant fall of the block - removes it from top, Finishes it at the bottom
+ void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
};
+/// Per-chunk data for the simulator, specified individual chunks to simulate; Data is not used
+typedef cCoordWithIntList cSandSimulatorChunkData;
+
+
+
+