2012-09-30 12:37:44 -04:00
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#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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2013-03-02 14:57:09 -05:00
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#include "Simulator/SandSimulator.h"
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2013-04-13 17:02:10 -04:00
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#include "Chunk.h"
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2012-09-30 12:37:44 -04:00
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2012-12-21 07:21:20 -05:00
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2012-09-30 12:37:44 -04:00
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2013-03-02 14:57:09 -05:00
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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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2012-09-30 12:37:44 -04:00
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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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2012-09-30 12:37:44 -04:00
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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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2012-12-26 04:12:00 -05:00
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a_ClientHandle.SendSpawnFallingBlock(*this);
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2012-09-30 12:37:44 -04:00
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}
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2013-04-13 17:02:10 -04:00
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void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
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2012-09-30 12:37:44 -04:00
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{
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float MilliDt = a_Dt * 0.001f;
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2013-03-23 00:33:47 -04:00
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AddSpeedY(MilliDt * -9.8f);
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AddPosY(GetSpeedY() * MilliDt);
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2012-09-30 12:37:44 -04:00
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2013-03-02 14:57:09 -05:00
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = (int)m_OriginalPosition.x;
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2013-03-22 02:33:10 -04:00
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int BlockY = (int)(GetPosY() - 0.5);
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2013-03-02 14:57:09 -05:00
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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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2013-04-13 17:02:10 -04:00
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if (BlockY >= cChunkDef::Height)
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2012-09-30 12:37:44 -04:00
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{
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// Above the world, just wait for it to fall back down
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return;
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}
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int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
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NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
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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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2012-09-30 12:37:44 -04:00
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}
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2012-12-21 07:21:20 -05:00
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}
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