Bundled fixes [SEE DESC]
* BoundingBox now returns FACE_NONE + Arrows can be picked up * Arrows dug up resume physics simulations * Added sound effects for bows, lava to stone, and arrows * Fixed SoundParticleEffect on <1.7 protocols
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@ -243,11 +243,11 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d &
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{
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// The starting point is inside the bounding box.
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a_LineCoeff = 0;
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a_Face = BLOCK_FACE_YM; // Make it look as the top face was hit, although none really are.
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a_Face = BLOCK_FACE_NONE; // No faces hit
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return true;
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}
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char Face = 0;
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char Face = BLOCK_FACE_NONE;
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double Coeff = Vector3d::NO_INTERSECTION;
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// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
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@ -1679,9 +1679,9 @@ void cChunk::CollectPickupsByPlayer(cPlayer * a_Player)
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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if (!(*itr)->IsPickup())
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if ((!(*itr)->IsPickup()) && (!(*itr)->IsProjectile()))
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{
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continue; // Only pickups
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continue; // Only pickups and projectiles
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}
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float DiffX = (float)((*itr)->GetPosX() - PosX );
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float DiffY = (float)((*itr)->GetPosY() - PosY );
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@ -1695,8 +1695,15 @@ void cChunk::CollectPickupsByPlayer(cPlayer * a_Player)
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);
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*/
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MarkDirty();
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if ((*itr)->IsPickup())
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{
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(reinterpret_cast<cPickup *>(*itr))->CollectedBy(a_Player);
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}
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else
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{
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(reinterpret_cast<cProjectileEntity *>(*itr))->CollectedBy(a_Player);
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}
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}
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else if (SqrDist < 5 * 5)
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{
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/*
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@ -371,6 +371,16 @@ void cProjectileEntity::SpawnOn(cClientHandle & a_Client)
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void cProjectileEntity::CollectedBy(cPlayer * a_Dest)
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{
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// Overriden in arrow
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UNUSED(a_Dest);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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@ -378,7 +388,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
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super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2),
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m_IsCritical(false)
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m_IsCritical(false),
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m_Timer(0),
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m_bIsCollected(false),
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m_HitBlockPos(Vector3i(0, 0, 0))
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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@ -398,7 +411,10 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2),
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m_IsCritical((a_Force >= 1))
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m_IsCritical((a_Force >= 1)),
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m_Timer(0),
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m_bIsCollected(false),
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m_HitBlockPos(0, 0, 0)
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{
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}
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@ -424,7 +440,28 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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{
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if (a_HitFace == BLOCK_FACE_NONE)
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{
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return;
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}
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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if (a_HitFace != BLOCK_FACE_YP)
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{
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AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
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}
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else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
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{
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a_Y--;
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}
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else
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{
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a_Y++;
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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@ -442,7 +479,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer())
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
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{
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// Not an entity that interacts with an arrow
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return;
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@ -455,6 +492,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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}
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 1);
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// Broadcast successful hit sound
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m_World->BroadcastSoundEffect("random.successful_hit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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}
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@ -462,6 +502,67 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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void cArrowEntity::CollectedBy(cPlayer * a_Dest)
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{
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if ((m_IsInGround) && (!m_bIsCollected) && (CanPickup(*a_Dest)))
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{
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int NumAdded = a_Dest->GetInventory().AddItem(E_ITEM_ARROW);
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if (NumAdded > 0) // Only play effects if there was space in inventory
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{
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m_World->BroadcastCollectPickup((const cPickup &)*this, *a_Dest);
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// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
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m_World->BroadcastSoundEffect("random.pop", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_bIsCollected = true;
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}
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}
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}
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void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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m_Timer += a_Dt;
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if (m_bIsCollected)
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{
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if (m_Timer > 500.f) // 0.5 seconds
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{
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Destroy();
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return;
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}
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}
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else if (m_Timer > 1000 * 60 * 5) // 5 minutes
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{
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Destroy();
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return;
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}
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if (m_IsInGround)
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{
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int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
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if (Chunk == NULL)
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{
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// Inside an unloaded chunk, abort
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return;
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}
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if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
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{
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m_IsInGround = false; // Yes, begin simulating physics again
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cThrownEggEntity:
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@ -53,6 +53,9 @@ public:
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/// Called by the physics blocktracer when the entity hits another entity
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) {}
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/// Called by Chunk when the projectile is eligible for player collection
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virtual void CollectedBy(cPlayer * a_Dest);
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// tolua_begin
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/// Returns the kind of the projectile (fast class identification)
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@ -153,9 +156,20 @@ protected:
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/// If true, the arrow deals more damage
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bool m_IsCritical;
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/// Timer for pickup collection animation or five minute timeout
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float m_Timer;
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/// If true, the arrow is in the process of being collected - don't go to anyone else
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bool m_bIsCollected;
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/// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air
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Vector3i m_HitBlockPos;
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) override;
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virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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virtual void CollectedBy(cPlayer * a_Player) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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// tolua_begin
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} ;
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@ -72,7 +72,7 @@ public:
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return;
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}
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a_Player->GetWorld()->BroadcastSpawnEntity(*Arrow);
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a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((Arrow->GetUniqueID() * 23) % 32)) / 64));
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a_Player->GetWorld()->BroadcastSoundEffect("random.bow", (int)a_Player->GetPosX() * 8, (int)a_Player->GetPosY() * 8, (int)a_Player->GetPosZ() * 8, 0.5, Force);
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if (!a_Player->IsGameModeCreative())
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{
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@ -392,9 +392,9 @@ void cProtocol132::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_Src
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cCSLock Lock(m_CSPacket);
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WriteByte(PACKET_SOUND_PARTICLE_EFFECT);
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WriteInt (a_EffectID);
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WriteInt (a_SrcX / 8);
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WriteByte(a_SrcY / 8);
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WriteInt (a_SrcZ / 8);
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WriteInt (a_SrcX);
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WriteByte(a_SrcY);
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WriteInt (a_SrcZ);
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WriteInt (a_Data);
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Flush();
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}
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@ -109,9 +109,9 @@ void cProtocol142::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_Src
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cCSLock Lock(m_CSPacket);
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WriteByte(PACKET_SOUND_PARTICLE_EFFECT);
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WriteInt (a_EffectID);
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WriteInt (a_SrcX / 8);
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WriteByte(a_SrcY / 8);
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WriteInt (a_SrcZ / 8);
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WriteInt (a_SrcX);
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WriteByte(a_SrcY);
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WriteInt (a_SrcZ);
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WriteInt (a_Data);
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WriteBool(0);
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Flush();
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@ -819,10 +819,14 @@ void cProtocol172::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_Bloc
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void cProtocol172::SendWeather(eWeather a_Weather)
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{
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{
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cPacketizer Pkt(*this, 0x2b); // Change Game State packet
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Pkt.WriteByte((a_Weather == wSunny) ? 2 : 1); // begin rain / end rain
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Pkt.WriteFloat(0); // unused
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Pkt.WriteByte((a_Weather == wSunny) ? 1 : 2); // End rain / begin rain
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Pkt.WriteFloat(0); // Unused for weather
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}
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// TODO: Fade effect, somehow
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}
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@ -224,9 +224,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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ItemTypeToString(NewBlock).c_str()
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);
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a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
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// TODO: Sound effect
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m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f);
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return;
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}
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}
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@ -240,9 +238,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
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);
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a_NearChunk->UnboundedRelSetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
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// TODO: Sound effect
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m_World.BroadcastSoundEffect("random.fizz", a_RelX * 8, a_RelY * 8, a_RelZ * 8, 0.5f, 1.5f);
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return;
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}
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}
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