2016-05-20 16:21:11 +10:00

80 lines
2.3 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Collections.Generic;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Singleplayer {
public class FallingPhysics {
Game game;
World map;
BlockInfo info;
int width, length, height, oneY;
public FallingPhysics( Game game ) {
this.game = game;
map = game.World;
info = game.BlockInfo;
}
public void ResetMap() {
Falling.Clear();
width = map.Width;
height = map.Height;
length = map.Length;
oneY = width * length;
}
public void Clear() { Falling.Clear(); }
public void OnBlockPlace( int index, byte block ) {
Falling.Enqueue( defFallingTick | (uint)index );
}
public void OnRandomTick( int index, byte block ) {
if( index >= oneY ) PropagateFalling( index, block, 0 );
}
Queue<uint> Falling = new Queue<uint>();
const uint defFallingTick = 2u << Physics.tickShift;
public void Tick() {
int count = Falling.Count;
for( int i = 0; i < count; i++ ) {
int index, flags;
if( Physics.CheckItem( Falling, 0x2, out index, out flags ) ) {
byte block = map.blocks[index];
if( !(block == (byte)Block.Sand || block == (byte)Block.Gravel ) ) continue;
if( index >= oneY ) PropagateFalling( index, block, flags );
}
}
}
void PropagateFalling( int index, byte block, int flags ) {
byte newBlock = map.blocks[index - oneY];
if( newBlock == 0 || info.IsLiquid[newBlock] ) {
int x = index % width;
int y = index / oneY; // posIndex / (width * length)
int z = (index / width) % length;
uint newFlags = MakeFallingFlags( newBlock ) << Physics.tickShift;
Falling.Enqueue( newFlags | (uint)(index - oneY) );
game.UpdateBlock( x, y, z, oldBlock[flags >> 2] );
game.UpdateBlock( x, y - 1, z, block );
}
}
static byte[] oldBlock = new byte[] { (byte)Block.Air, (byte)Block.StillWater,
(byte)Block.Water, (byte)Block.StillLava, (byte)Block.Lava };
static uint MakeFallingFlags( byte above ) {
byte flags = 2;
if( above == (byte)Block.StillWater ) flags |= 0x04; // 1
else if( above == (byte)Block.Water ) flags |= 0x08; // 2
else if( above == (byte)Block.StillLava ) flags |= 0x0C; // 3
else if( above == (byte)Block.Lava ) flags |= 0x10; // 4
return flags;
}
}
}