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cuberite-2a/src/Entities/FallingBlock.cpp
Mattes D 01b8ed5295
Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)
The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change)
The BlockInfo.h file was removed from Globals.h (main change)
The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics)
The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor)
Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header.
That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified.
eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
2020-04-03 08:57:01 +02:00

112 lines
2.9 KiB
C++

#include "Globals.h"
#include "FallingBlock.h"
#include "../BlockInfo.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "../Simulator/SandSimulator.h"
#include "../Chunk.h"
cFallingBlock::cFallingBlock(Vector3i a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
super(etFallingBlock, Vector3d(0.5, 0, 0.5) + a_BlockPosition, 0.98, 0.98),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta),
m_OriginalPosition(a_BlockPosition)
{
SetGravity(-16.0f);
SetAirDrag(0.02f);
}
void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnFallingBlock(*this);
}
void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
// GetWorld()->BroadcastTeleportEntity(*this); // Test position
int BlockX = POSX_TOINT;
int BlockY = static_cast<int>(GetPosY() - 0.5);
int BlockZ = POSZ_TOINT;
if (BlockY < 0)
{
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < VOID_BOUNDARY)
{
Destroy();
}
return;
}
if (BlockY >= cChunkDef::Height)
{
// Above the world, just wait for it to fall back down
return;
}
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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
/*
FLOGD(
"Sand: Checked below at {0} (rel {1}), it's {2}, finishing the fall.",
Vector3i{BlockX, BlockY, BlockZ},
cChunkDef::AbsoluteToRelative({BlockX, BlockY, BlockZ}, {a_Chunk.GetPosX(), a_Chunk.GetPosZ()}),
ItemTypeToString(BlockBelow)
);
*/
if (BlockY < cChunkDef::Height - 1)
{
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
}
Destroy();
return;
}
else if ((m_BlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockBelow))
{
// Concrete powder falling into water solidifies on the first water it touches
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, E_BLOCK_CONCRETE, m_BlockMeta);
Destroy();
return;
}
float MilliDt = a_Dt.count() * 0.001f;
AddSpeedY(MilliDt * -9.8f);
AddPosition(GetSpeed() * MilliDt);
// If not static (one billionth precision) broadcast movement
if ((fabs(GetSpeedX()) > std::numeric_limits<double>::epsilon()) || (fabs(GetSpeedZ()) > std::numeric_limits<double>::epsilon()))
{
BroadcastMovementUpdate();
}
}