summary refs log tree commit diff
path: root/src/BlockPhysics.c
diff options
context:
space:
mode:
authorWlodekM <[email protected]>2024-06-16 10:35:45 +0300
committerWlodekM <[email protected]>2024-06-16 10:35:45 +0300
commitabef6da56913f1c55528103e60a50451a39628b1 (patch)
treeb3c8092471ecbb73e568cd0d336efa0e7871ee8d /src/BlockPhysics.c
initial commit
Diffstat (limited to 'src/BlockPhysics.c')
-rw-r--r--src/BlockPhysics.c573
1 files changed, 573 insertions, 0 deletions
diff --git a/src/BlockPhysics.c b/src/BlockPhysics.c
new file mode 100644
index 0000000..0cb7a2c
--- /dev/null
+++ b/src/BlockPhysics.c
@@ -0,0 +1,573 @@
+#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();
+}