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Improved explosion damage

This commit is contained in:
Tiger Wang 2014-08-29 13:44:10 +01:00
parent 114b14faad
commit 21ff1d81ab
2 changed files with 29 additions and 49 deletions

View File

@ -1880,21 +1880,18 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
}
else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
{
if (!cBlockInfo::FullyOccupiesVoxel(Block))
if (
((m_World->GetTNTShrapnelLevel() == slAll) && cBlockInfo::FullyOccupiesVoxel(Block)) ||
((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block == E_BLOCK_SAND) || (Block == E_BLOCK_GRAVEL)))
)
{
break;
m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
}
else if ((m_World->GetTNTShrapnelLevel() == slGravityAffectedOnly) && ((Block != E_BLOCK_SAND) && (Block != E_BLOCK_GRAVEL)))
{
break;
}
m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, Block, area.GetBlockMeta(bx + x, by + y, bz + z));
}
area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
break;
break;
}
} // switch (BlockType)
} // for z
@ -1916,51 +1913,31 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
virtual bool Item(cEntity * a_Entity) override
{
if (a_Entity->IsPickup())
if (a_Entity->IsPickup() && (a_Entity->GetTicksAlive() < 20))
{
if (((cPickup *)a_Entity)->GetAge() < 20) // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
// If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
return false;
}
Vector3d DistanceFromExplosion = a_Entity->GetPosition() - m_ExplosionPos;
if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
{
cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
if (!m_bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa!
{
return false;
}
}
Vector3d EntityPos = a_Entity->GetPosition();
cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight());
if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
{
return false;
}
Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z));
// Work out how far we are from the edge of the TNT's explosive effect
AbsoluteEntityPos -= m_ExplosionPos;
// All to positive
AbsoluteEntityPos.x = abs(AbsoluteEntityPos.x);
AbsoluteEntityPos.y = abs(AbsoluteEntityPos.y);
AbsoluteEntityPos.z = abs(AbsoluteEntityPos.z);
double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize;
// Clip damage values
FinalDamage = Clamp(FinalDamage, 0.0, (double)a_Entity->GetMaxHealth());
if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
{
a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
// Ensure that the damage dealt is inversely proportional to the distance to the TNT centre - the closer a player is, the harder they are hit
a_Entity->TakeDamage(dtExplosion, NULL, (int)((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0);
}
// Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos;
if (distance_explosion.SqrLength() < 4096.0)
{
distance_explosion.Normalize();
distance_explosion *= m_ExplosionSize * m_ExplosionSize;
a_Entity->AddSpeed(distance_explosion);
}
DistanceFromExplosion.Normalize();
DistanceFromExplosion *= m_ExplosionSize * m_ExplosionSize;
a_Entity->AddSpeed(DistanceFromExplosion);
return false;
}

View File

@ -1188,24 +1188,26 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
return;
}
// TODO: Add damage to entities and implement block hardiness
// TODO: Implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray BlocksAffected;
m_ChunkMap->DoExplosionAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ, BlocksAffected);
BroadcastSoundEffect("random.explode", (double)a_BlockX, (double)a_BlockY, (double)a_BlockZ, 1.0f, 0.6f);
{
cCSLock Lock(m_CSPlayers);
for (cPlayerList::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
{
cClientHandle * ch = (*itr)->GetClientHandle();
if ((ch == NULL) || !ch->IsLoggedIn() || ch->IsDestroyed())
if (ch == NULL)
{
continue;
}
Vector3d distance_explosion = (*itr)->GetPosition() - explosion_pos;
if (distance_explosion.SqrLength() < 4096.0)
{
double real_distance = std::max(0.004, sqrt(distance_explosion.SqrLength()));
double real_distance = std::max(0.004, distance_explosion.Length());
double power = a_ExplosionSize / real_distance;
if (power <= 1)
{
@ -1217,6 +1219,7 @@ void cWorld::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_Blo
}
}
}
cPluginManager::Get()->CallHookExploded(*this, a_ExplosionSize, a_CanCauseFire, a_BlockX, a_BlockY, a_BlockZ, a_Source, a_SourceData);
}