diff options
Diffstat (limited to '')
-rw-r--r-- | source/cChunk.cpp | 365 |
1 files changed, 176 insertions, 189 deletions
diff --git a/source/cChunk.cpp b/source/cChunk.cpp index 90d94a1ce..ff8badc19 100644 --- a/source/cChunk.cpp +++ b/source/cChunk.cpp @@ -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:
+ case E_BLOCK_GRASS:
{
- 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$
+ // 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_GRASS, GetNibble( m_BlockMeta, Index ) );
+ 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_GRASS:
+ case E_BLOCK_CROPS:
{
- char AboveBlock = GetBlock( Index + (Width * Width) );
- if (!( (AboveBlock == E_BLOCK_AIR) || (g_BlockOneHitDig[AboveBlock]) || (g_BlockTransparent[AboveBlock]) ) )
+ NIBBLETYPE Meta = GetMeta(Index);
+ if (Meta < 7)
{
- FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_DIRT, GetNibble( m_BlockMeta, Index ) );
+ FastSetBlock(m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_CROPS, ++Meta);
}
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_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)
|