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-rw-r--r--source/FallingBlock.cpp206
1 files changed, 103 insertions, 103 deletions
diff --git a/source/FallingBlock.cpp b/source/FallingBlock.cpp
index c3f980303..5dc99c771 100644
--- a/source/FallingBlock.cpp
+++ b/source/FallingBlock.cpp
@@ -1,103 +1,103 @@
-#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, 0.98, 0.98),
- m_BlockType(a_BlockType),
- m_BlockMeta(a_BlockMeta),
- m_OriginalPosition(a_BlockPosition)
-{
-}
-
-
-
-
-
-void cFallingBlock::Initialize(cWorld * a_World)
-{
- super::Initialize(a_World);
- a_World->BroadcastSpawnEntity(*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 = m_OriginalPosition.x;
- int BlockY = (int)(GetPosY() - 0.5);
- int BlockZ = m_OriginalPosition.z;
-
- if (BlockY < 0)
- {
- // Fallen out of this world, just continue falling until out of sight, then destroy:
- if (BlockY < 100)
- {
- Destroy(true);
- }
- 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(true);
- return;
- }
- else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
- {
- // Fallen onto a solid block
- /*
- LOGD(
- "Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
- BlockX, BlockY, BlockZ,
- BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
- ItemTypeToString(BlockBelow).c_str()
- );
- */
-
- cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
- Destroy(true);
- return;
- }
-}
-
-
-
-
+#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, 0.98, 0.98),
+ m_BlockType(a_BlockType),
+ m_BlockMeta(a_BlockMeta),
+ m_OriginalPosition(a_BlockPosition)
+{
+}
+
+
+
+
+
+void cFallingBlock::Initialize(cWorld * a_World)
+{
+ super::Initialize(a_World);
+ a_World->BroadcastSpawnEntity(*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 = m_OriginalPosition.x;
+ int BlockY = (int)(GetPosY() - 0.5);
+ int BlockZ = m_OriginalPosition.z;
+
+ if (BlockY < 0)
+ {
+ // Fallen out of this world, just continue falling until out of sight, then destroy:
+ if (BlockY < 100)
+ {
+ Destroy(true);
+ }
+ 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(true);
+ return;
+ }
+ else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
+ {
+ // Fallen onto a solid block
+ /*
+ LOGD(
+ "Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
+ BlockX, BlockY, BlockZ,
+ BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
+ ItemTypeToString(BlockBelow).c_str()
+ );
+ */
+
+ cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
+ Destroy(true);
+ return;
+ }
+}
+
+
+
+