#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; } }