Added extra awesomeness to TNT
+ TNT now has a chance of flinging FallingBlock entities around * Improved TNT damage * Improved TNT spawning visuals * Possible fix for 'SetSwimState failure' messages in debug
This commit is contained in:
parent
7fb354e8f0
commit
53231bebd6
@ -1832,8 +1832,17 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
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m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
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}
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else if (m_World->GetTickRandomNumber(100) < 20) // 20% chance of flinging stuff around
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{
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if (!cBlockInfo::FullyOccupiesVoxel(area.GetBlockType(bx + x, by + y, bz + z)))
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{
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break;
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}
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m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, area.GetBlockType(bx + x, by + y, bz + z), area.GetBlockMeta(bx + x, by + y, bz + z));
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}
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area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
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break;
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}
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} // switch (BlockType)
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} // for z
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@ -1846,11 +1855,10 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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public cEntityCallback
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{
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public:
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cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) :
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cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) :
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m_bbTNT(a_bbTNT),
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m_ExplosionPos(a_ExplosionPos),
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m_ExplosionSize(a_ExplosionSize),
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m_ExplosionSizeSq(a_ExplosionSizeSq)
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m_ExplosionSize(a_ExplosionSize)
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{
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}
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@ -1873,14 +1881,16 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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}
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Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
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Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq);
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// Work out how far we are from the edge of the TNT's explosive effect
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AbsoluteEntityPos -= m_ExplosionPos;
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AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos;
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double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize;
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FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage);
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// All to positive
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AbsoluteEntityPos.x = abs(AbsoluteEntityPos.x);
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AbsoluteEntityPos.y = abs(AbsoluteEntityPos.y);
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AbsoluteEntityPos.z = abs(AbsoluteEntityPos.z);
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double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize;
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// Clip damage values
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if (FinalDamage > a_Entity->GetMaxHealth())
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@ -1888,7 +1898,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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else if (FinalDamage < 0)
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FinalDamage = 0;
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if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities, they should be invincible
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{
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a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
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}
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@ -1898,7 +1908,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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if (distance_explosion.SqrLength() < 4096.0)
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{
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distance_explosion.Normalize();
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distance_explosion *= m_ExplosionSizeSq;
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distance_explosion *= m_ExplosionSize * m_ExplosionSize;
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a_Entity->AddSpeed(distance_explosion);
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}
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@ -1910,14 +1920,13 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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cBoundingBox & m_bbTNT;
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Vector3d m_ExplosionPos;
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int m_ExplosionSize;
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int m_ExplosionSizeSq;
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};
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cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1);
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bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2);
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cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt, ExplosionSizeSq);
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cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt);
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ForEachEntity(TNTDamageCallback);
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// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
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@ -521,28 +521,36 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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if (a_Chunk.IsValid())
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{
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HandlePhysics(a_Dt, a_Chunk);
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cChunk * NextChunk = a_Chunk.GetNeighborChunk(POSX_TOINT, POSZ_TOINT);
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if ((NextChunk == NULL) || !NextChunk->IsValid())
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{
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return;
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}
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TickBurning(*NextChunk);
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if (GetPosY() < VOID_BOUNDARY)
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{
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TickInVoid(*NextChunk);
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}
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else
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{
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m_TicksSinceLastVoidDamage = 0;
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}
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if (IsMob() || IsPlayer())
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{
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// Set swimming state
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SetSwimState(*NextChunk);
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// Handle drowning
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HandleAir();
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}
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HandlePhysics(a_Dt, *NextChunk);
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}
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}
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if (a_Chunk.IsValid())
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{
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TickBurning(a_Chunk);
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}
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if ((a_Chunk.IsValid()) && (GetPosY() < -46))
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{
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TickInVoid(a_Chunk);
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}
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else
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m_TicksSinceLastVoidDamage = 0;
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if (IsMob() || IsPlayer())
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{
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// Set swimming state
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SetSwimState(a_Chunk);
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// Handle drowning
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HandleAir();
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}
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}
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@ -562,7 +570,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
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{
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// Outside of the world
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cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
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// See if we can commit our changes. If not, we will discard them.
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if (NextChunk != NULL)
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@ -571,210 +579,208 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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NextPos += (NextSpeed * a_Dt);
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SetPosition(NextPos);
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}
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return;
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}
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// Make sure we got the correct chunk and a valid one. No one ever knows...
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cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
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if (NextChunk != NULL)
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int RelBlockX = BlockX - (a_Chunk.GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (a_Chunk.GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = a_Chunk.GetBlock( RelBlockX, BlockY, RelBlockZ );
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BLOCKTYPE BlockBelow = (BlockY > 0) ? a_Chunk.GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
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if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
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{
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int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
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int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
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if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
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if (m_bOnGround) // check if it's still on the ground
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{
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if (m_bOnGround) // check if it's still on the ground
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if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
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{
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if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
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{
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m_bOnGround = false;
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}
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m_bOnGround = false;
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}
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}
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else
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}
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else
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{
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// Push out entity.
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BLOCKTYPE GotBlock;
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static const struct
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{
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// Push out entity.
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BLOCKTYPE GotBlock;
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int x, y, z;
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} gCrossCoords[] =
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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} ;
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static const struct
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bool IsNoAirSurrounding = true;
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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if (!a_Chunk.UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
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{
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int x, y, z;
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} gCrossCoords[] =
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// The pickup is too close to an unloaded chunk, bail out of any physics handling
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return;
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}
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if (!cBlockInfo::IsSolid(GotBlock))
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{
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{ 1, 0, 0},
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{-1, 0, 0},
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{ 0, 0, 1},
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{ 0, 0, -1},
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} ;
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bool IsNoAirSurrounding = true;
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for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
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{
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if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
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{
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// The pickup is too close to an unloaded chunk, bail out of any physics handling
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return;
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}
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if (!cBlockInfo::IsSolid(GotBlock))
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{
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NextPos.x += gCrossCoords[i].x;
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NextPos.z += gCrossCoords[i].z;
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IsNoAirSurrounding = false;
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break;
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}
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} // for i - gCrossCoords[]
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NextPos.x += gCrossCoords[i].x;
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NextPos.z += gCrossCoords[i].z;
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IsNoAirSurrounding = false;
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break;
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}
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} // for i - gCrossCoords[]
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if (IsNoAirSurrounding)
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{
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NextPos.y += 0.5;
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}
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m_bOnGround = true;
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/*
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// DEBUG:
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LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
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);
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*/
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if (IsNoAirSurrounding)
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{
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NextPos.y += 0.5;
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}
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if (!m_bOnGround)
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m_bOnGround = true;
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/*
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// DEBUG:
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LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
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m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
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);
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*/
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}
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if (!m_bOnGround)
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{
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float fallspeed;
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if (IsBlockWater(BlockIn))
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{
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float fallspeed;
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if (IsBlockWater(BlockIn))
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{
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fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
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}
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else if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.y *= 0.05; // Reduce overall falling speed
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fallspeed = 0; // No falling.
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}
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else
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{
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// Normal gravity
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fallspeed = m_Gravity * a_Dt;
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}
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NextSpeed.y += fallspeed;
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fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
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}
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else if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.y *= 0.05; // Reduce overall falling speed
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fallspeed = 0; // No falling.
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}
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else
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{
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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// Normal gravity
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fallspeed = m_Gravity * a_Dt;
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}
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NextSpeed.y += fallspeed;
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}
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else
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{
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// Friction
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if (NextSpeed.SqrLength() > 0.0004f)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.x) < 0.05)
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{
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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NextSpeed.x = 0;
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}
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NextSpeed.z *= 0.7f / (1 + a_Dt);
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if (fabs(NextSpeed.z) < 0.05)
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{
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NextSpeed.z = 0;
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}
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}
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}
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// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
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// might have different speed modifiers according to terrain.
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if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.x *= 0.25;
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NextSpeed.z *= 0.25;
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}
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// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
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// might have different speed modifiers according to terrain.
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if (BlockIn == E_BLOCK_COBWEB)
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{
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NextSpeed.x *= 0.25;
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NextSpeed.z *= 0.25;
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}
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//Get water direction
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Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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//Get water direction
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Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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m_WaterSpeed *= 0.9f; //Reduce speed each tick
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m_WaterSpeed *= 0.9f; //Reduce speed each tick
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed.x = 0.2f;
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m_bOnGround = false;
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break;
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case X_MINUS:
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m_WaterSpeed.x = -0.2f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed.z = 0.2f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed.z = -0.2f;
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m_bOnGround = false;
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break;
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default:
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switch(WaterDir)
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{
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case X_PLUS:
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m_WaterSpeed.x = 0.2f;
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m_bOnGround = false;
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break;
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}
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case X_MINUS:
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m_WaterSpeed.x = -0.2f;
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m_bOnGround = false;
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break;
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case Z_PLUS:
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m_WaterSpeed.z = 0.2f;
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m_bOnGround = false;
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break;
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case Z_MINUS:
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m_WaterSpeed.z = -0.2f;
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m_bOnGround = false;
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break;
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default:
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break;
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}
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if (fabs(m_WaterSpeed.x) < 0.05)
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if (fabs(m_WaterSpeed.x) < 0.05)
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{
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m_WaterSpeed.x = 0;
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}
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if (fabs(m_WaterSpeed.z) < 0.05)
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{
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m_WaterSpeed.z = 0;
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}
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NextSpeed += m_WaterSpeed;
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if( NextSpeed.SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
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if( Ret ) // Oh noez! we hit something
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{
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m_WaterSpeed.x = 0;
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}
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if (fabs(m_WaterSpeed.z) < 0.05)
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{
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m_WaterSpeed.z = 0;
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}
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NextSpeed += m_WaterSpeed;
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if( NextSpeed.SqrLength() > 0.f )
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{
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cTracer Tracer( GetWorld() );
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int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
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if( Ret ) // Oh noez! we hit something
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// Set to hit position
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if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
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{
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// Set to hit position
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if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
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if( Ret == 1 )
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{
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if( Ret == 1 )
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{
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if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
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if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
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if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
|
||||
if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
|
||||
if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
|
||||
if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
|
||||
|
||||
if( Tracer.HitNormal.y > 0 ) // means on ground
|
||||
{
|
||||
m_bOnGround = true;
|
||||
}
|
||||
if( Tracer.HitNormal.y > 0 ) // means on ground
|
||||
{
|
||||
m_bOnGround = true;
|
||||
}
|
||||
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
|
||||
NextPos.x += Tracer.HitNormal.x * 0.3f;
|
||||
NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
|
||||
NextPos.z += Tracer.HitNormal.z * 0.3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
NextPos += (NextSpeed * a_Dt);
|
||||
}
|
||||
NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
|
||||
NextPos.x += Tracer.HitNormal.x * 0.3f;
|
||||
NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
|
||||
NextPos.z += Tracer.HitNormal.z * 0.3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We didn't hit anything, so move =]
|
||||
NextPos += (NextSpeed * a_Dt);
|
||||
}
|
||||
}
|
||||
BlockX = (int) floor(NextPos.x);
|
||||
BlockZ = (int) floor(NextPos.z);
|
||||
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
|
||||
// See if we can commit our changes. If not, we will discard them.
|
||||
if (NextChunk != NULL)
|
||||
else
|
||||
{
|
||||
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
|
||||
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
|
||||
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
|
||||
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
|
||||
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
|
||||
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
|
||||
// We didn't hit anything, so move =]
|
||||
NextPos += (NextSpeed * a_Dt);
|
||||
}
|
||||
}
|
||||
|
||||
BlockX = (int) floor(NextPos.x);
|
||||
BlockZ = (int) floor(NextPos.z);
|
||||
|
||||
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
|
||||
// See if we can commit our changes. If not, we will discard them.
|
||||
if (NextChunk != NULL)
|
||||
{
|
||||
if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
|
||||
if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
|
||||
if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
|
||||
if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
|
||||
if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
|
||||
if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -815,14 +821,13 @@ void cEntity::TickBurning(cChunk & a_Chunk)
|
||||
{
|
||||
int RelX = x;
|
||||
int RelZ = z;
|
||||
cChunk * CurChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelX, RelZ);
|
||||
if (CurChunk == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int y = MinY; y <= MaxY; y++)
|
||||
{
|
||||
switch (CurChunk->GetBlock(RelX, y, RelZ))
|
||||
BLOCKTYPE Block;
|
||||
a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block);
|
||||
|
||||
switch (Block)
|
||||
{
|
||||
case E_BLOCK_FIRE:
|
||||
{
|
||||
@ -922,7 +927,7 @@ void cEntity::TickInVoid(cChunk & a_Chunk)
|
||||
|
||||
void cEntity::SetSwimState(cChunk & a_Chunk)
|
||||
{
|
||||
int RelY = (int)floor(m_LastPosY + 0.1);
|
||||
int RelY = (int)floor(GetPosY() + 0.1);
|
||||
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
|
||||
{
|
||||
m_IsSwimming = false;
|
||||
@ -931,11 +936,10 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
|
||||
}
|
||||
|
||||
BLOCKTYPE BlockIn;
|
||||
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
|
||||
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
||||
int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
|
||||
int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
|
||||
|
||||
// Check if the player is swimming:
|
||||
// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
|
||||
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
|
||||
{
|
||||
// This sometimes happens on Linux machines
|
||||
|
@ -119,6 +119,7 @@ public:
|
||||
BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
|
||||
MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have
|
||||
DROWNING_TICKS = 20, ///< Number of ticks per heart of damage
|
||||
VOID_BOUNDARY = -46 ///< At what position Y to begin applying void damage
|
||||
} ;
|
||||
|
||||
cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
|
||||
|
@ -33,20 +33,16 @@ void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
|
||||
|
||||
void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
{
|
||||
float MilliDt = a_Dt * 0.001f;
|
||||
AddSpeedY(MilliDt * -9.8f);
|
||||
AddPosY(GetSpeedY() * MilliDt);
|
||||
|
||||
// GetWorld()->BroadcastTeleportEntity(*this); // Test position
|
||||
|
||||
int BlockX = m_OriginalPosition.x;
|
||||
int BlockX = POSX_TOINT;
|
||||
int BlockY = (int)(GetPosY() - 0.5);
|
||||
int BlockZ = m_OriginalPosition.z;
|
||||
int BlockZ = POSZ_TOINT;
|
||||
|
||||
if (BlockY < 0)
|
||||
{
|
||||
// Fallen out of this world, just continue falling until out of sight, then destroy:
|
||||
if (BlockY < 100)
|
||||
if (BlockY < VOID_BOUNDARY)
|
||||
{
|
||||
Destroy(true);
|
||||
}
|
||||
@ -86,6 +82,15 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
Destroy(true);
|
||||
return;
|
||||
}
|
||||
|
||||
float MilliDt = a_Dt * 0.001f;
|
||||
AddSpeedY(MilliDt * -9.8f);
|
||||
AddPosition(GetSpeed() * MilliDt);
|
||||
|
||||
if ((GetSpeedX() != 0) || (GetSpeedZ() != 0))
|
||||
{
|
||||
BroadcastMovementUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -34,8 +34,8 @@ public:
|
||||
{
|
||||
// Activate the TNT:
|
||||
a_World->BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
|
||||
a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
|
||||
a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
|
||||
a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
@ -838,8 +838,8 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_
|
||||
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
|
||||
{
|
||||
m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
|
||||
m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
|
||||
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
|
||||
m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1696,7 +1696,11 @@ void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, double a_FuseTim
|
||||
UNUSED(a_InitialVelocityCoeff);
|
||||
cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTimeInSec);
|
||||
TNT->Initialize(this);
|
||||
// TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff
|
||||
TNT->SetSpeed(
|
||||
a_InitialVelocityCoeff * (GetTickRandomNumber(2) - 1), /** -1, 0, 1 */
|
||||
a_InitialVelocityCoeff * 2,
|
||||
a_InitialVelocityCoeff * (GetTickRandomNumber(2) - 1)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user