ClassiCube/src/BlockPhysics.c

574 lines
17 KiB
C

#include "BlockPhysics.h"
#include "World.h"
#include "Constants.h"
#include "Funcs.h"
#include "Event.h"
#include "ExtMath.h"
#include "Block.h"
#include "Lighting.h"
#include "Options.h"
#include "Generator.h"
#include "Platform.h"
#include "Game.h"
#include "Logger.h"
#include "Vectors.h"
#include "Chat.h"
/* Data for a resizable queue, used for liquid physic tick entries. */
struct TickQueue {
cc_uint32* entries; /* Buffer holding the items in the tick queue */
int capacity; /* Max number of elements in the buffer */
int mask; /* capacity - 1, as capacity is always a power of two */
int count; /* Number of used elements */
int head; /* Head index into the buffer */
int tail; /* Tail index into the buffer */
};
static void TickQueue_Init(struct TickQueue* queue) {
queue->entries = NULL;
queue->capacity = 0;
queue->mask = 0;
queue->count = 0;
queue->head = 0;
queue->tail = 0;
}
static void TickQueue_Clear(struct TickQueue* queue) {
if (!queue->entries) return;
Mem_Free(queue->entries);
TickQueue_Init(queue);
}
static void TickQueue_Resize(struct TickQueue* queue) {
cc_uint32* entries;
int i, idx, capacity;
if (queue->capacity >= (Int32_MaxValue / 4)) {
Chat_AddRaw("&cToo many physics entries, clearing");
TickQueue_Clear(queue);
}
capacity = queue->capacity * 2;
if (capacity < 32) capacity = 32;
entries = (cc_uint32*)Mem_Alloc(capacity, 4, "physics tick queue");
/* Elements must be readjusted to avoid index wrapping issues */
/* https://stackoverflow.com/questions/55343683/resizing-of-the-circular-queue-using-dynamic-array */
for (i = 0; i < queue->count; i++) {
idx = (queue->head + i) & queue->mask;
entries[i] = queue->entries[idx];
}
Mem_Free(queue->entries);
queue->entries = entries;
queue->capacity = capacity;
queue->mask = capacity - 1; /* capacity is power of two */
queue->head = 0;
queue->tail = queue->count;
}
/* Appends an entry to the end of the queue, resizing if necessary. */
static void TickQueue_Enqueue(struct TickQueue* queue, cc_uint32 item) {
if (queue->count == queue->capacity)
TickQueue_Resize(queue);
queue->entries[queue->tail] = item;
queue->tail = (queue->tail + 1) & queue->mask;
queue->count++;
}
/* Retrieves the entry from the front of the queue. */
static cc_uint32 TickQueue_Dequeue(struct TickQueue* queue) {
cc_uint32 result = queue->entries[queue->head];
queue->head = (queue->head + 1) & queue->mask;
queue->count--;
return result;
}
struct Physics_ Physics;
static RNGState physics_rnd;
static int physics_tickCount;
static int physics_maxWaterX, physics_maxWaterY, physics_maxWaterZ;
static struct TickQueue lavaQ, waterQ;
#define PHYSICS_DELAY_MASK 0xF8000000UL
#define PHYSICS_POS_MASK 0x07FFFFFFUL
#define PHYSICS_DELAY_SHIFT 27
#define PHYSICS_ONE_DELAY (1U << PHYSICS_DELAY_SHIFT)
#define PHYSICS_LAVA_DELAY (30U << PHYSICS_DELAY_SHIFT)
#define PHYSICS_WATER_DELAY (5U << PHYSICS_DELAY_SHIFT)
static void Physics_OnNewMapLoaded(void* obj) {
TickQueue_Clear(&lavaQ);
TickQueue_Clear(&waterQ);
physics_maxWaterX = World.MaxX - 2;
physics_maxWaterY = World.MaxY - 2;
physics_maxWaterZ = World.MaxZ - 2;
Tree_Blocks = World.Blocks;
Random_SeedFromCurrentTime(&physics_rnd);
Tree_Rnd = &physics_rnd;
}
void Physics_SetEnabled(cc_bool enabled) {
Physics.Enabled = enabled;
Physics_OnNewMapLoaded(NULL);
}
static void Physics_Activate(int index) {
BlockID block = World.Blocks[index];
PhysicsHandler activate = Physics.OnActivate[block];
if (activate) activate(index, block);
}
static void Physics_ActivateNeighbours(int x, int y, int z, int index) {
if (x > 0) Physics_Activate(index - 1);
if (x < World.MaxX) Physics_Activate(index + 1);
if (z > 0) Physics_Activate(index - World.Width);
if (z < World.MaxZ) Physics_Activate(index + World.Width);
if (y > 0) Physics_Activate(index - World.OneY);
if (y < World.MaxY) Physics_Activate(index + World.OneY);
}
static cc_bool Physics_IsEdgeWater(int x, int y, int z) {
return
(Env.EdgeBlock == BLOCK_WATER || Env.EdgeBlock == BLOCK_STILL_WATER)
&& (y >= Env_SidesHeight && y < Env.EdgeHeight)
&& (x == 0 || z == 0 || x == World.MaxX || z == World.MaxZ);
}
void Physics_OnBlockChanged(int x, int y, int z, BlockID old, BlockID now) {
PhysicsHandler handler;
int index;
if (!Physics.Enabled) return;
if (now == BLOCK_AIR && Physics_IsEdgeWater(x, y, z)) {
now = BLOCK_STILL_WATER;
Game_UpdateBlock(x, y, z, BLOCK_STILL_WATER);
}
index = World_Pack(x, y, z);
/* User can place/delete blocks over ID 256 */
if (now == BLOCK_AIR) {
handler = Physics.OnDelete[(BlockRaw)old];
if (handler) handler(index, old);
} else {
handler = Physics.OnPlace[(BlockRaw)now];
if (handler) handler(index, now);
}
Physics_ActivateNeighbours(x, y, z, index);
}
static void Physics_TickRandomBlocks(void) {
int lo, hi, index;
BlockID block;
PhysicsHandler tick;
int x, y, z, x2, y2, z2;
for (y = 0; y < World.Height; y += CHUNK_SIZE) {
y2 = min(y + CHUNK_MAX, World.MaxY);
for (z = 0; z < World.Length; z += CHUNK_SIZE) {
z2 = min(z + CHUNK_MAX, World.MaxZ);
for (x = 0; x < World.Width; x += CHUNK_SIZE) {
x2 = min(x + CHUNK_MAX, World.MaxX);
/* Inlined 3 random ticks for this chunk */
lo = World_Pack( x, y, z);
hi = World_Pack(x2, y2, z2);
index = Random_Range(&physics_rnd, lo, hi);
block = World.Blocks[index];
tick = Physics.OnRandomTick[block];
if (tick) tick(index, block);
index = Random_Range(&physics_rnd, lo, hi);
block = World.Blocks[index];
tick = Physics.OnRandomTick[block];
if (tick) tick(index, block);
index = Random_Range(&physics_rnd, lo, hi);
block = World.Blocks[index];
tick = Physics.OnRandomTick[block];
if (tick) tick(index, block);
}
}
}
}
static void Physics_DoFalling(int index, BlockID block) {
int found = -1, start = index;
BlockID other;
int x, y, z;
/* Find lowest block can fall into */
while (index >= World.OneY) {
index -= World.OneY;
other = World.Blocks[index];
if (other == BLOCK_AIR || (other >= BLOCK_WATER && other <= BLOCK_STILL_LAVA))
found = index;
else
break;
}
if (found == -1) return;
World_Unpack(found, x, y, z);
Game_UpdateBlock(x, y, z, block);
World_Unpack(start, x, y, z);
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, start);
}
static cc_bool Physics_CheckItem(struct TickQueue* queue, int* posIndex) {
cc_uint32 item = TickQueue_Dequeue(queue);
*posIndex = (int)(item & PHYSICS_POS_MASK);
if (item >= PHYSICS_ONE_DELAY) {
item -= PHYSICS_ONE_DELAY;
TickQueue_Enqueue(queue, item);
return false;
}
return true;
}
static void Physics_HandleSapling(int index, BlockID block) {
IVec3 coords[TREE_MAX_COUNT];
BlockRaw blocks[TREE_MAX_COUNT];
int i, count, height;
BlockID below;
int x, y, z;
World_Unpack(index, x, y, z);
below = BLOCK_AIR;
if (y > 0) below = World.Blocks[index - World.OneY];
if (below != BLOCK_GRASS) return;
height = 5 + Random_Next(&physics_rnd, 3);
Game_UpdateBlock(x, y, z, BLOCK_AIR);
if (TreeGen_CanGrow(x, y, z, height)) {
count = TreeGen_Grow(x, y, z, height, coords, blocks);
for (i = 0; i < count; i++) {
Game_UpdateBlock(coords[i].x, coords[i].y, coords[i].z, blocks[i]);
}
} else {
Game_UpdateBlock(x, y, z, BLOCK_SAPLING);
}
}
static void Physics_HandleDirt(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (Lighting.IsLit(x, y, z)) {
Game_UpdateBlock(x, y, z, BLOCK_GRASS);
}
}
static void Physics_HandleGrass(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (!Lighting.IsLit(x, y, z)) {
Game_UpdateBlock(x, y, z, BLOCK_DIRT);
}
}
static void Physics_HandleFlower(int index, BlockID block) {
BlockID below;
int x, y, z;
World_Unpack(index, x, y, z);
if (!Lighting.IsLit(x, y, z)) {
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, index);
return;
}
below = BLOCK_DIRT;
if (y > 0) below = World.Blocks[index - World.OneY];
if (!(below == BLOCK_DIRT || below == BLOCK_GRASS)) {
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, index);
}
}
static void Physics_HandleMushroom(int index, BlockID block) {
BlockID below;
int x, y, z;
World_Unpack(index, x, y, z);
if (Lighting.IsLit(x, y, z)) {
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, index);
return;
}
below = BLOCK_STONE;
if (y > 0) below = World.Blocks[index - World.OneY];
if (!(below == BLOCK_STONE || below == BLOCK_COBBLE)) {
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, index);
}
}
static void Physics_PlaceLava(int index, BlockID block) {
TickQueue_Enqueue(&lavaQ, PHYSICS_LAVA_DELAY | index);
}
static void Physics_PropagateLava(int posIndex, int x, int y, int z) {
BlockID block = World.Blocks[posIndex];
if (block >= BLOCK_WATER && block <= BLOCK_STILL_LAVA) {
/* Lava spreading into water turns the water solid */
if (block == BLOCK_WATER || block == BLOCK_STILL_WATER) {
Game_UpdateBlock(x, y, z, BLOCK_STONE);
}
} else if (Blocks.Collide[block] == COLLIDE_NONE) {
TickQueue_Enqueue(&lavaQ, PHYSICS_LAVA_DELAY | posIndex);
Game_UpdateBlock(x, y, z, BLOCK_LAVA);
}
}
static void Physics_ActivateLava(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (x > 0) Physics_PropagateLava(index - 1, x - 1, y, z);
if (x < World.MaxX) Physics_PropagateLava(index + 1, x + 1, y, z);
if (z > 0) Physics_PropagateLava(index - World.Width, x, y, z - 1);
if (z < World.MaxZ) Physics_PropagateLava(index + World.Width, x, y, z + 1);
if (y > 0) Physics_PropagateLava(index - World.OneY, x, y - 1, z);
}
static void Physics_TickLava(void) {
int i, count = lavaQ.count;
for (i = 0; i < count; i++) {
int index;
if (Physics_CheckItem(&lavaQ, &index)) {
BlockID block = World.Blocks[index];
if (!(block == BLOCK_LAVA || block == BLOCK_STILL_LAVA)) continue;
Physics_ActivateLava(index, block);
}
}
}
static void Physics_PlaceWater(int index, BlockID block) {
TickQueue_Enqueue(&waterQ, PHYSICS_WATER_DELAY | index);
}
static void Physics_PropagateWater(int posIndex, int x, int y, int z) {
BlockID block = World.Blocks[posIndex];
int xx, yy, zz;
if (block >= BLOCK_WATER && block <= BLOCK_STILL_LAVA) {
/* Water spreading into lava turns the lava solid */
if (block == BLOCK_LAVA || block == BLOCK_STILL_LAVA) {
Game_UpdateBlock(x, y, z, BLOCK_STONE);
}
} else if (Blocks.Collide[block] == COLLIDE_NONE) {
/* Sponge check */
for (yy = (y < 2 ? 0 : y - 2); yy <= (y > physics_maxWaterY ? World.MaxY : y + 2); yy++) {
for (zz = (z < 2 ? 0 : z - 2); zz <= (z > physics_maxWaterZ ? World.MaxZ : z + 2); zz++) {
for (xx = (x < 2 ? 0 : x - 2); xx <= (x > physics_maxWaterX ? World.MaxX : x + 2); xx++) {
block = World_GetBlock(xx, yy, zz);
if (block == BLOCK_SPONGE) return;
}
}
}
TickQueue_Enqueue(&waterQ, PHYSICS_WATER_DELAY | posIndex);
Game_UpdateBlock(x, y, z, BLOCK_WATER);
}
}
static void Physics_ActivateWater(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (x > 0) Physics_PropagateWater(index - 1, x - 1, y, z);
if (x < World.MaxX) Physics_PropagateWater(index + 1, x + 1, y, z);
if (z > 0) Physics_PropagateWater(index - World.Width, x, y, z - 1);
if (z < World.MaxZ) Physics_PropagateWater(index + World.Width, x, y, z + 1);
if (y > 0) Physics_PropagateWater(index - World.OneY, x, y - 1, z);
}
static void Physics_TickWater(void) {
int i, count = waterQ.count;
for (i = 0; i < count; i++) {
int index;
if (Physics_CheckItem(&waterQ, &index)) {
BlockID block = World.Blocks[index];
if (!(block == BLOCK_WATER || block == BLOCK_STILL_WATER)) continue;
Physics_ActivateWater(index, block);
}
}
}
static void Physics_PlaceSponge(int index, BlockID block) {
int x, y, z, xx, yy, zz;
World_Unpack(index, x, y, z);
for (yy = y - 2; yy <= y + 2; yy++) {
for (zz = z - 2; zz <= z + 2; zz++) {
for (xx = x - 2; xx <= x + 2; xx++) {
if (!World_Contains(xx, yy, zz)) continue;
block = World_GetBlock(xx, yy, zz);
if (block == BLOCK_WATER || block == BLOCK_STILL_WATER) {
Game_UpdateBlock(xx, yy, zz, BLOCK_AIR);
}
}
}
}
}
static void Physics_DeleteSponge(int index, BlockID block) {
int x, y, z, xx, yy, zz;
World_Unpack(index, x, y, z);
for (yy = y - 3; yy <= y + 3; yy++) {
for (zz = z - 3; zz <= z + 3; zz++) {
for (xx = x - 3; xx <= x + 3; xx++) {
if (Math_AbsI(yy - y) == 3 || Math_AbsI(zz - z) == 3 || Math_AbsI(xx - x) == 3) {
if (!World_Contains(xx, yy, zz)) continue;
index = World_Pack(xx, yy, zz);
block = World.Blocks[index];
if (block == BLOCK_WATER || block == BLOCK_STILL_WATER) {
TickQueue_Enqueue(&waterQ, index | PHYSICS_ONE_DELAY);
}
}
}
}
}
}
static void Physics_HandleSlab(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (index < World.OneY) return;
if (World.Blocks[index - World.OneY] != BLOCK_SLAB) return;
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Game_UpdateBlock(x, y - 1, z, BLOCK_DOUBLE_SLAB);
}
static void Physics_HandleCobblestoneSlab(int index, BlockID block) {
int x, y, z;
World_Unpack(index, x, y, z);
if (index < World.OneY) return;
if (World.Blocks[index - World.OneY] != BLOCK_COBBLE_SLAB) return;
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Game_UpdateBlock(x, y - 1, z, BLOCK_COBBLE);
}
/* TODO: should this be moved into a precomputed lookup table, instead of calculating every time? */
/* performance difference probably isn't enough to really matter */
static cc_bool BlocksTNT(BlockID b) {
/* NOTE: A bit hacky, but works well enough */
return (b >= BLOCK_WATER && b <= BLOCK_STILL_LAVA) ||
(Blocks.ExtendedCollide[b] == COLLIDE_SOLID && (Blocks.DigSounds[b] == SOUND_METAL || Blocks.DigSounds[b] == SOUND_STONE));
}
#define TNT_POWER 4
#define TNT_POWER_SQUARED (TNT_POWER * TNT_POWER)
static void Physics_HandleTnt(int index, BlockID block) {
int x, y, z;
int dx, dy, dz, xx, yy, zz;
World_Unpack(index, x, y, z);
Game_UpdateBlock(x, y, z, BLOCK_AIR);
Physics_ActivateNeighbours(x, y, z, index);
for (dy = -TNT_POWER; dy <= TNT_POWER; dy++) {
for (dz = -TNT_POWER; dz <= TNT_POWER; dz++) {
for (dx = -TNT_POWER; dx <= TNT_POWER; dx++) {
if (dx * dx + dy * dy + dz * dz > TNT_POWER_SQUARED) continue;
xx = x + dx; yy = y + dy; zz = z + dz;
if (!World_Contains(xx, yy, zz)) continue;
index = World_Pack(xx, yy, zz);
block = World.Blocks[index];
if (BlocksTNT(block)) continue;
Game_UpdateBlock(xx, yy, zz, BLOCK_AIR);
Physics_ActivateNeighbours(xx, yy, zz, index);
}
}
}
}
void Physics_Init(void) {
Event_Register_(&WorldEvents.MapLoaded, NULL, Physics_OnNewMapLoaded);
Physics.Enabled = Options_GetBool(OPT_BLOCK_PHYSICS, true);
TickQueue_Init(&lavaQ);
TickQueue_Init(&waterQ);
Physics.OnPlace[BLOCK_SAND] = Physics_DoFalling;
Physics.OnPlace[BLOCK_GRAVEL] = Physics_DoFalling;
Physics.OnActivate[BLOCK_SAND] = Physics_DoFalling;
Physics.OnActivate[BLOCK_GRAVEL] = Physics_DoFalling;
Physics.OnRandomTick[BLOCK_SAND] = Physics_DoFalling;
Physics.OnRandomTick[BLOCK_GRAVEL] = Physics_DoFalling;
Physics.OnRandomTick[BLOCK_SAPLING] = Physics_HandleSapling;
Physics.OnRandomTick[BLOCK_DIRT] = Physics_HandleDirt;
Physics.OnRandomTick[BLOCK_GRASS] = Physics_HandleGrass;
Physics.OnRandomTick[BLOCK_DANDELION] = Physics_HandleFlower;
Physics.OnRandomTick[BLOCK_ROSE] = Physics_HandleFlower;
Physics.OnRandomTick[BLOCK_RED_SHROOM] = Physics_HandleMushroom;
Physics.OnRandomTick[BLOCK_BROWN_SHROOM] = Physics_HandleMushroom;
Physics.OnPlace[BLOCK_LAVA] = Physics_PlaceLava;
Physics.OnPlace[BLOCK_WATER] = Physics_PlaceWater;
Physics.OnPlace[BLOCK_SPONGE] = Physics_PlaceSponge;
Physics.OnDelete[BLOCK_SPONGE] = Physics_DeleteSponge;
Physics.OnActivate[BLOCK_WATER] = Physics.OnPlace[BLOCK_WATER];
Physics.OnActivate[BLOCK_STILL_WATER] = Physics.OnPlace[BLOCK_WATER];
Physics.OnActivate[BLOCK_LAVA] = Physics.OnPlace[BLOCK_LAVA];
Physics.OnActivate[BLOCK_STILL_LAVA] = Physics.OnPlace[BLOCK_LAVA];
Physics.OnRandomTick[BLOCK_WATER] = Physics_ActivateWater;
Physics.OnRandomTick[BLOCK_STILL_WATER] = Physics_ActivateWater;
Physics.OnRandomTick[BLOCK_LAVA] = Physics_ActivateLava;
Physics.OnRandomTick[BLOCK_STILL_LAVA] = Physics_ActivateLava;
Physics.OnPlace[BLOCK_SLAB] = Physics_HandleSlab;
if (Game_ClassicMode) return;
Physics.OnPlace[BLOCK_COBBLE_SLAB] = Physics_HandleCobblestoneSlab;
Physics.OnPlace[BLOCK_TNT] = Physics_HandleTnt;
}
void Physics_Free(void) {
Event_Unregister_(&WorldEvents.MapLoaded, NULL, Physics_OnNewMapLoaded);
}
void Physics_Tick(void) {
if (!Physics.Enabled || !World.Blocks) return;
/*if ((tickCount % 5) == 0) {*/
Physics_TickLava();
Physics_TickWater();
/*}*/
physics_tickCount++;
Physics_TickRandomBlocks();
}