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cuberite-2a/source/FallingBlock.cpp

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#include "Globals.h"
#include "FallingBlock.h"
#include "World.h"
#include "ClientHandle.h"
#include "Simulator/SandSimulator.h"
#include "Chunk.h"
cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta),
m_OriginalPosition(a_BlockPosition)
{
}
void cFallingBlock::Initialize(cWorld * a_World)
{
super::Initialize(a_World);
a_World->BroadcastSpawn(*this);
}
void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnFallingBlock(*this);
}
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 = (int)m_OriginalPosition.x;
int BlockY = (int)(GetPosY() - 0.5);
int BlockZ = (int)m_OriginalPosition.z;
if (BlockY < 0)
{
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < 100)
{
Destroy();
}
return;
}
if (BlockY >= cChunkDef::Height)
{
// Above the world, just wait for it to fall back down
return;
}
int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
{
// Fallen onto a block that breaks this into pickups (e. g. half-slab)
// Must finish the fall with coords one below the block:
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
Destroy();
return;
}
else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
{
// Fallen onto a solid block
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
Destroy();
return;
}
}