39e4bd3239
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1294 0a769ca7-a7f5-676a-18bf-c427514a06d6
91 lines
2.0 KiB
C++
91 lines
2.0 KiB
C++
#include "Globals.h"
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#include "FallingBlock.h"
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#include "World.h"
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#include "ClientHandle.h"
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#include "Simulator/SandSimulator.h"
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
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super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f),
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m_BlockType(a_BlockType),
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m_BlockMeta(a_BlockMeta),
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m_OriginalPosition(a_BlockPosition)
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{
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}
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void cFallingBlock::Initialize(cWorld * a_World)
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{
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super::Initialize(a_World);
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a_World->BroadcastSpawn(*this);
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}
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void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnFallingBlock(*this);
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}
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void cFallingBlock::Tick(float a_Dt, MTRand & a_TickRandom)
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{
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float MilliDt = a_Dt * 0.001f;
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SetSpeedY(GetSpeedY() - (MilliDt * 9.8f));
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SetPosY(GetPosY() + (GetSpeedY() * MilliDt));
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = (int)m_OriginalPosition.x;
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int BlockY = (int)(GetPosY() - 0.5);
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int BlockZ = (int)m_OriginalPosition.z;
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if (BlockY < 0)
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{
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// Fallen out of this world, just continue falling until out of sight, then destroy:
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if (BlockY < 100)
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{
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Destroy();
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}
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return;
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}
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if (BlockY < cChunkDef::Height - 1)
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{
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BLOCKTYPE BlockBelow;
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NIBBLETYPE BelowMeta;
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GetWorld()->GetBlockTypeMeta(BlockX, BlockY, BlockZ, BlockBelow, BelowMeta);
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if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
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{
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// Fallen onto a block that breaks this into pickups (e. g. half-slab)
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// Must finish the fall with coords one below the block:
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
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Destroy();
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return;
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}
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else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
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{
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// Fallen onto a solid block
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
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Destroy();
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return;
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}
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}
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}
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