#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(); }