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Merge pull request #159 from tigerw/bugfix

Multiple fixes and features
This commit is contained in:
Mattes D 2013-09-11 12:19:39 -07:00
commit 85804d085d
5 changed files with 107 additions and 5 deletions

View File

@ -41,6 +41,7 @@
#include "BlockNote.h"
#include "BlockOre.h"
#include "BlockPiston.h"
#include "BlockPumpkin.h"
#include "BlockRail.h"
#include "BlockRedstone.h"
#include "BlockRedstoneRepeater.h"
@ -153,6 +154,8 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_PISTON: return new cBlockPistonHandler (a_BlockType);
case E_BLOCK_PISTON_EXTENSION: return new cBlockPistonHeadHandler ();
case E_BLOCK_PLANKS: return new cBlockWoodHandler (a_BlockType);
case E_BLOCK_PUMPKIN: return new cBlockPumpkinHandler (a_BlockType);
case E_BLOCK_JACK_O_LANTERN: return new cBlockPumpkinHandler (a_BlockType);
case E_BLOCK_PUMPKIN_STEM: return new cBlockStemsHandler (a_BlockType);
case E_BLOCK_QUARTZ_STAIR: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_RAIL: return new cBlockRailHandler (a_BlockType);

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@ -0,0 +1,60 @@
#pragma once
#include "BlockHandler.h"
class cBlockPumpkinHandler :
public cBlockHandler
{
public:
cBlockPumpkinHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual bool GetPlacementBlockTypeMeta(
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,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
) override
{
a_BlockType = m_BlockType;
a_BlockMeta = PlayerYawToMetaData(a_Player->GetRotation());
return true;
}
inline static NIBBLETYPE PlayerYawToMetaData(double a_Yaw)
{
ASSERT((a_Yaw >= -180) && (a_Yaw < 180));
a_Yaw += 180 + 45;
if (a_Yaw > 360)
{
a_Yaw -= 360;
}
if ((a_Yaw >= 0) && (a_Yaw < 90))
{
return 0x0;
}
else if ((a_Yaw >= 180) && (a_Yaw < 270))
{
return 0x2;
}
else if ((a_Yaw >= 90) && (a_Yaw < 180))
{
return 0x1;
}
else
{
return 0x3;
}
}
} ;

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@ -55,6 +55,7 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
, m_TicksSinceLastBurnDamage(0)
, m_TicksSinceLastLavaDamage(0)
, m_TicksSinceLastFireDamage(0)
, m_TicksSinceLastVoidDamage(0)
, m_TicksLeftBurning(0)
, m_WaterSpeed(0, 0, 0)
, m_Width(a_Width)
@ -505,6 +506,11 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
TickBurning(a_Chunk);
}
if ((a_Chunk.IsValid()) && (GetPosY() < -46))
{
TickInVoid(a_Chunk);
}
else { m_TicksSinceLastVoidDamage = 0; }
}
@ -524,8 +530,15 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
// TODO: Current speed should still be added to the entity position
// Otherwise TNT explosions in the void will still effect the bottommost layers of the world
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
// See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
{
SetSpeed(NextSpeed);
NextPos += (NextSpeed * a_Dt);
SetPosition(NextPos);
}
return;
}
@ -829,6 +842,23 @@ void cEntity::TickBurning(cChunk & a_Chunk)
void cEntity::TickInVoid(cChunk & a_Chunk)
{
if (m_TicksSinceLastVoidDamage == 20)
{
TakeDamage(dtInVoid, NULL, 2, 0);
m_TicksSinceLastVoidDamage = 0;
}
else
{
m_TicksSinceLastVoidDamage++;
}
}
/// Called when the entity starts burning
void cEntity::OnStartedBurning(void)
{

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@ -268,6 +268,9 @@ public:
/// Updates the state related to this entity being on fire
virtual void TickBurning(cChunk & a_Chunk);
/// Handles when the entity is in the void
virtual void TickInVoid(cChunk & a_Chunk);
/// Called when the entity starts burning
virtual void OnStartedBurning(void);
@ -390,6 +393,9 @@ protected:
/// Time, in ticks, until the entity extinguishes its fire
int m_TicksLeftBurning;
/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
int m_TicksSinceLastVoidDamage;
virtual void Destroyed(void) {} // Called after the entity has been destroyed
void SetWorld(cWorld * a_World) { m_World = a_World; }

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@ -610,11 +610,14 @@ void cPlayer::SetSprint(bool a_IsSprinting)
void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (m_GameMode == eGameMode_Creative)
if (a_TDI.DamageType != dtInVoid)
{
if (IsGameModeCreative())
{
// No damage / health in creative mode
return;
}
}
super::DoTakeDamage(a_TDI);