diff options
Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 153 |
1 files changed, 94 insertions, 59 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index b5795fbaf..e695f0ab2 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1376,8 +1376,9 @@ void cChunkMap::ReplaceTreeBlocks(const sSetBlockVector & a_Blocks) break; } case E_BLOCK_LEAVES: + case E_BLOCK_NEW_LEAVES: { - if (itr->BlockType == E_BLOCK_LOG) + if ((itr->BlockType == E_BLOCK_LOG) || (itr->BlockType == E_BLOCK_NEW_LOG)) { Chunk->SetBlock(itr->x, itr->y, itr->z, itr->BlockType, itr->BlockMeta); } @@ -1784,57 +1785,73 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z); switch (Block) { - case E_BLOCK_TNT: - { - // Activate the TNT, with a random fuse between 10 to 30 game ticks - double FuseTime = (double)(10 + m_World->GetTickRandomNumber(20)) / 20; - m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime); - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); - a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); - break; - } - case E_BLOCK_OBSIDIAN: - case E_BLOCK_BEDROCK: - case E_BLOCK_WATER: - case E_BLOCK_LAVA: - { - // These blocks are not affected by explosions - break; - } - - case E_BLOCK_STATIONARY_WATER: - { - // Turn into simulated water: - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER); - break; - } + case E_BLOCK_TNT: + { + // Activate the TNT, with a random fuse between 10 to 30 game ticks + int FuseTime = 10 + m_World->GetTickRandomNumber(20); + m_World->SpawnPrimedTNT(a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5, FuseTime); + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + } + + case E_BLOCK_OBSIDIAN: + case E_BLOCK_BEDROCK: + case E_BLOCK_WATER: + case E_BLOCK_LAVA: + { + // These blocks are not affected by explosions + break; + } - case E_BLOCK_STATIONARY_LAVA: - { - // Turn into simulated lava: - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA); - break; - } + case E_BLOCK_STATIONARY_WATER: + { + // Turn into simulated water: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER); + break; + } - case E_BLOCK_AIR: - { - // No pickups for air - break; - } + case E_BLOCK_STATIONARY_LAVA: + { + // Turn into simulated lava: + area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_LAVA); + break; + } - default: - { - if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups + case E_BLOCK_AIR: { - cItems Drops; - cBlockHandler * Handler = BlockHandler(Block); + // No pickups for air + break; + } - Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc. - m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); + default: + { + if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups + { + cItems Drops; + cBlockHandler * Handler = BlockHandler(Block); + + Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc. + m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z); + } + else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around + { + if (!cBlockInfo::FullyOccupiesVoxel(Block)) + { + break; + } + 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.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); + a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); + break; + } - area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR); - a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); - } } // switch (BlockType) } // for z } // for y @@ -1846,11 +1863,10 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ public cEntityCallback { public: - cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) : + cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) : m_bbTNT(a_bbTNT), m_ExplosionPos(a_ExplosionPos), - m_ExplosionSize(a_ExplosionSize), - m_ExplosionSizeSq(a_ExplosionSizeSq) + m_ExplosionSize(a_ExplosionSize) { } @@ -1873,14 +1889,16 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ } Vector3d AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z)); - Vector3d MaxExplosionBoundary(m_ExplosionSizeSq, m_ExplosionSizeSq, m_ExplosionSizeSq); // Work out how far we are from the edge of the TNT's explosive effect AbsoluteEntityPos -= m_ExplosionPos; - AbsoluteEntityPos = MaxExplosionBoundary - AbsoluteEntityPos; - double FinalDamage = ((AbsoluteEntityPos.x + AbsoluteEntityPos.y + AbsoluteEntityPos.z) / 3) * m_ExplosionSize; - FinalDamage = a_Entity->GetMaxHealth() - abs(FinalDamage); + // 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 if (FinalDamage > a_Entity->GetMaxHealth()) @@ -1888,7 +1906,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ else if (FinalDamage < 0) FinalDamage = 0; - if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible + 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); } @@ -1898,7 +1916,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ if (distance_explosion.SqrLength() < 4096.0) { distance_explosion.Normalize(); - distance_explosion *= m_ExplosionSizeSq; + distance_explosion *= m_ExplosionSize * m_ExplosionSize; a_Entity->AddSpeed(distance_explosion); } @@ -1910,14 +1928,13 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ cBoundingBox & m_bbTNT; Vector3d m_ExplosionPos; int m_ExplosionSize; - int m_ExplosionSizeSq; }; cBoundingBox bbTNT(Vector3d(a_BlockX, a_BlockY, a_BlockZ), 0.5, 1); bbTNT.Expand(ExplosionSizeInt * 2, ExplosionSizeInt * 2, ExplosionSizeInt * 2); - cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt, ExplosionSizeSq); + cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt); ForEachEntity(TNTDamageCallback); // Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391): @@ -2182,7 +2199,25 @@ bool cChunkMap::DoWithCommandBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, c -bool cChunkMap::DoWithMobHeadBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadBlockCallback & a_Callback) +bool cChunkMap::DoWithMobHeadAt(int a_BlockX, int a_BlockY, int a_BlockZ, cMobHeadCallback & a_Callback) +{ + int ChunkX, ChunkZ; + int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; + cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); + cCSLock Lock(m_CSLayers); + cChunkPtr Chunk = GetChunkNoGen(ChunkX, ZERO_CHUNK_Y, ChunkZ); + if ((Chunk == NULL) && !Chunk->IsValid()) + { + return false; + } + return Chunk->DoWithMobHeadAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); +} + + + + + +bool cChunkMap::DoWithFlowerPotAt(int a_BlockX, int a_BlockY, int a_BlockZ, cFlowerPotCallback & a_Callback) { int ChunkX, ChunkZ; int BlockX = a_BlockX, BlockY = a_BlockY, BlockZ = a_BlockZ; @@ -2193,7 +2228,7 @@ bool cChunkMap::DoWithMobHeadBlockAt(int a_BlockX, int a_BlockY, int a_BlockZ, c { return false; } - return Chunk->DoWithMobHeadBlockAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); + return Chunk->DoWithFlowerPotAt(a_BlockX, a_BlockY, a_BlockZ, a_Callback); } |