TNT fixes.
Other blocks can be placed next to TNT. Explosions activate nearby TNT blocks. TNT doesn't destroy bedrock, obsidian and liquid blocks. Server doesn't crash when a TNT (or other entity) leaves the valid Y range. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1603 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
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c48b5c52ae
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@ -2008,10 +2008,6 @@
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RelativePath="..\source\blocks\BlockTallGrass.h"
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RelativePath="..\source\blocks\BlockTallGrass.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\source\Blocks\BlockTNT.h"
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>
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</File>
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<File
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<File
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RelativePath="..\source\blocks\BlockTorch.h"
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RelativePath="..\source\blocks\BlockTorch.h"
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>
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>
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@ -56,7 +56,6 @@
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#include "BlockCauldron.h"
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#include "BlockCauldron.h"
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#include "BlockBrewingStand.h"
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#include "BlockBrewingStand.h"
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#include "BlockCobWeb.h"
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#include "BlockCobWeb.h"
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#include "BlockTNT.h"
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#include "BlockDeadBush.h"
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#include "BlockDeadBush.h"
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#include "BlockHopper.h"
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#include "BlockHopper.h"
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@ -177,7 +176,6 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
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case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
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case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
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case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
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case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
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case E_BLOCK_TNT: return new cBlockTNTHandler (a_BlockType);
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case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
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case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
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case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
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case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
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case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);
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case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);
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@ -1,38 +0,0 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../Player.h"
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#include "../TNTEntity.h"
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class cBlockTNTHandler : public cBlockHandler
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{
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public:
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cBlockTNTHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual void OnUse(cWorld * a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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{
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if (a_Player->GetEquippedWeapon().m_ItemType == E_ITEM_FLINT_AND_STEEL)
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{
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a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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cTNTEntity *TNT = new cTNTEntity(a_BlockX,a_BlockY,a_BlockZ,4); //4 seconds to boom
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TNT->Initialize(a_World);
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a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
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}
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}
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virtual bool IsUseable() override
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{
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return true;
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}
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};
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@ -12,6 +12,7 @@
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#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
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#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
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#include "BlockArea.h"
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#include "BlockArea.h"
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#include "PluginManager.h"
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#include "PluginManager.h"
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#include "TNTEntity.h"
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#ifndef _WIN32
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#ifndef _WIN32
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#include <cstdlib> // abs
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#include <cstdlib> // abs
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@ -1496,23 +1497,55 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
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cVector3iArray *cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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cVector3iArray * cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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{
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cBlockArea area;
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cBlockArea area;
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cVector3iArray *BlocksAffected = new cVector3iArray();
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cVector3iArray * BlocksAffected = new cVector3iArray();
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int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
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int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
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int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
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BlocksAffected->reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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BlocksAffected->reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
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area.Read(m_World,a_BlockX - ExplosionSizeInt,a_BlockX + ExplosionSizeInt,a_BlockY - ExplosionSizeInt,a_BlockY + ExplosionSizeInt,a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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area.Read(m_World, a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockY + ExplosionSizeInt, a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
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for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
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for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
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{
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{
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for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
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for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
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{
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{
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if ((a_BlockY + y >= cChunkDef::Height) || (a_BlockY + y < 0))
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{
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// Outside of the world
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continue;
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}
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for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
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for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
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{
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{
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if ((x*x + y*y + z*z) < (ExplosionSizeInt * ExplosionSizeInt))
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if ((x * x + y * y + z * z) < ExplosionSizeSq)
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{
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{
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z,E_BLOCK_AIR);
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switch (area.GetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z))
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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{
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case E_BLOCK_TNT:
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{
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// Activate the TNT, with a random fuse between 10 to 30 game ticks
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float FuseTime = (float)(10 + m_World->GetTickRandomNumber(20)) / 20;
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cTNTEntity * TNT = new cTNTEntity(a_BlockX, a_BlockY, a_BlockZ, FuseTime);
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TNT->Initialize(m_World);
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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break;
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}
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_BEDROCK:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_LAVA:
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{
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// These blocks are not affected by explosions
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break;
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}
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default:
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{
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area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
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BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
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}
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}
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}
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}
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}
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}
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}
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}
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@ -211,26 +211,35 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
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void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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{
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//TODO Add collision detection with entities.
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// TODO Add collision detection with entities.
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a_Dt /= 1000;
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a_Dt /= 1000;
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Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
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Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
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Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
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Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
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int BlockX = (int) floor(NextPos.x);
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int BlockX = (int) floor(NextPos.x);
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int BlockY = (int) floor(NextPos.y);
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int BlockY = (int) floor(NextPos.y);
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int BlockZ = (int) floor(NextPos.z);
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int BlockZ = (int) floor(NextPos.z);
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//Make sure we got the correct chunk and a valid one. No one ever knows...
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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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// TODO: Current speed should still be added to the entity position
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// Otherwise TNT explosions in the void will still effect the bottommost layers of the world
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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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cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
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if (NextChunk != NULL)
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if (NextChunk != NULL)
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{
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{
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int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
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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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int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
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if(!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
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if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block
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{
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{
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if( m_bOnGround ) // check if it's still on the ground
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if (m_bOnGround) // check if it's still on the ground
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{
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{
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BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
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if(!g_BlockIsSolid[BlockBelow]) //Check if block below is air or water.
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if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
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{
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{
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m_bOnGround = false;
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m_bOnGround = false;
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}
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}
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@ -353,14 +362,15 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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NextPos += (NextSpeed * a_Dt);
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NextPos += (NextSpeed * a_Dt);
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}
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}
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else
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else
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{ // We didn't hit anything, so move =]
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{
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// We didn't hit anything, so move =]
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NextPos += (NextSpeed * a_Dt);
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NextPos += (NextSpeed * a_Dt);
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}
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}
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}
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}
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BlockX = (int) floor(NextPos.x);
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BlockX = (int) floor(NextPos.x);
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BlockZ = (int) floor(NextPos.z);
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BlockZ = (int) floor(NextPos.z);
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NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
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NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
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//See if we can commit our changes. If not, we will discard them.
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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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if (NextChunk != NULL)
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{
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{
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if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
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if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
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#include "ItemHandler.h"
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#include "ItemHandler.h"
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#include "../World.h"
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#include "../World.h"
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#include "../Player.h"
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#include "../Player.h"
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#include "../TNTEntity.h"
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a_Player->UseEquippedItem();
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a_Player->UseEquippedItem();
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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switch (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))
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{
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 0); //0 -> new fire
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case E_BLOCK_TNT:
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{
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// Activate the TNT:
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a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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cTNTEntity * TNT = new cTNTEntity(a_BlockX, a_BlockY, a_BlockZ, 4); // 4 seconds to boom
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TNT->Initialize(a_World);
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a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
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break;
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}
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default:
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{
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// Light a fire next to the block:
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AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 0);
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break;
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}
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}
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return false;
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return false;
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}
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}
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@ -41,7 +41,7 @@ void cTNTEntity::Initialize(cWorld * a_World)
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void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
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void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
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{
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{
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a_ClientHandle.SendSpawnObject(*this,50,1,0,0); //50 means TNT
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a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0); // 50 means TNT
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m_bDirtyPosition = false;
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m_bDirtyPosition = false;
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m_bDirtySpeed = false;
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m_bDirtySpeed = false;
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m_bDirtyOrientation = false;
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m_bDirtyOrientation = false;
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@ -54,15 +54,15 @@ void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
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void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
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void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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{
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super::Tick(a_Dt,a_Chunk);
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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BroadcastMovementUpdate();
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float delta_time = a_Dt / 1000; //Convert miliseconds to seconds
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float delta_time = a_Dt / 1000; // Convert miliseconds to seconds
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m_Counter += delta_time;
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m_Counter += delta_time;
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if (m_Counter > m_MaxFuseTime) //Check if we go KABOOOM
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if (m_Counter > m_MaxFuseTime) // Check if we go KABOOOM
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{
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{
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Destroy();
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Destroy();
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LOGD("BOOM at {%f,%f,%f}",GetPosX(),GetPosY(),GetPosZ());
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LOGD("BOOM at {%f,%f,%f}", GetPosX(), GetPosY(), GetPosZ());
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m_World->DoExplosiontAt(4.0,(int)floor(GetPosX()),(int)floor(GetPosY()),(int)floor(GetPosZ()));
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m_World->DoExplosiontAt(4.0, (int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()));
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return;
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return;
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}
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}
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}
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}
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@ -736,8 +736,8 @@ bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback
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void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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{
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// TODO: Add damage to entities, add support for pickups, and implement block hardiness
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// TODO: Add damage to entities, add support for pickups, and implement block hardiness
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Vector3d explosion_pos = Vector3d(a_BlockX,a_BlockY,a_BlockZ);
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Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
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cVector3iArray * BlocksAffected = m_ChunkMap->DoExplosiontAt(a_ExplosionSize,a_BlockX,a_BlockY,a_BlockZ);
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cVector3iArray * BlocksAffected = m_ChunkMap->DoExplosiontAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ);
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BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
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BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
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{
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{
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cCSLock Lock(m_CSPlayers);
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cCSLock Lock(m_CSPlayers);
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