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-rw-r--r--src/ChunkMap.cpp157
1 files changed, 121 insertions, 36 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index 049bb5fb2..1e2181f32 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -15,6 +15,9 @@
#include "Blocks/BlockHandler.h"
#include "MobCensus.h"
#include "MobSpawner.h"
+#include "BoundingBox.h"
+
+#include "Entities/Pickup.h"
#ifndef _WIN32
#include <cstdlib> // abs
@@ -1657,49 +1660,52 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
{
return;
}
-
+
+ bool ShouldDestroyBlocks = true;
+
// Don't explode if the explosion center is inside a liquid block:
- switch (m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ)))
+ if (IsBlockLiquid(m_World->GetBlock((int)floor(a_BlockX), (int)floor(a_BlockY), (int)floor(a_BlockZ))))
{
- case E_BLOCK_WATER:
- case E_BLOCK_STATIONARY_WATER:
- case E_BLOCK_LAVA:
- case E_BLOCK_STATIONARY_LAVA:
- {
- return;
- }
+ ShouldDestroyBlocks = false;
}
-
- cBlockArea area;
+
+ int ExplosionSizeInt = (int)ceil(a_ExplosionSize);
+ int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
+
int bx = (int)floor(a_BlockX);
int by = (int)floor(a_BlockY);
int bz = (int)floor(a_BlockZ);
- int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
- int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
- a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
+
int MinY = std::max((int)floor(a_BlockY - ExplosionSizeInt), 0);
int MaxY = std::min((int)ceil(a_BlockY + ExplosionSizeInt), cChunkDef::Height - 1);
- area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt));
- for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
+
+ if (ShouldDestroyBlocks)
{
- for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
+ cBlockArea area;
+
+ a_BlocksAffected.reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
+
+ area.Read(m_World, bx - ExplosionSizeInt, (int)ceil(a_BlockX + ExplosionSizeInt), MinY, MaxY, bz - ExplosionSizeInt, (int)ceil(a_BlockZ + ExplosionSizeInt));
+ for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
{
- if ((by + y >= cChunkDef::Height) || (by + y < 0))
+ for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
{
- // Outside of the world
- continue;
- }
- for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
- {
- if ((x * x + y * y + z * z) > ExplosionSizeSq)
+ if ((by + y >= cChunkDef::Height) || (by + y < 0))
{
- // Too far away
+ // Outside of the world
continue;
}
-
- BLOCKTYPE Block = area.GetBlockType(bx + x, by + y, bz + z);
- switch (Block)
+ for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
{
+ if ((x * x + y * y + z * z) > ExplosionSizeSq)
+ {
+ // Too far away
+ continue;
+ }
+
+ 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
@@ -1724,20 +1730,20 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
area.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_WATER);
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_AIR:
{
// No pickups for air
break;
}
-
+
default:
{
if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
@@ -1751,11 +1757,90 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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
- } // for x
- area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt);
+ } // switch (BlockType)
+ } // for z
+ } // for y
+ } // for x
+ area.Write(m_World, bx - ExplosionSizeInt, MinY, bz - ExplosionSizeInt);
+ }
+
+ class cTNTDamageCallback :
+ public cEntityCallback
+ {
+ public:
+ cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) :
+ m_bbTNT(a_bbTNT),
+ m_ExplosionPos(a_ExplosionPos),
+ m_ExplosionSize(a_ExplosionSize),
+ m_ExplosionSizeSq(a_ExplosionSizeSq)
+ {
+ }
+
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ if (a_Entity->IsPickup())
+ {
+ if (((cPickup *)a_Entity)->GetAge() < 20) // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
+ {
+ return false;
+ }
+ }
+
+ Vector3d EntityPos = a_Entity->GetPosition();
+ cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight());
+
+ if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
+ {
+ return false;
+ }
+
+ 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);
+
+ // Clip damage values
+ if (FinalDamage > a_Entity->GetMaxHealth())
+ FinalDamage = a_Entity->GetMaxHealth();
+ else if (FinalDamage < 0)
+ return false;
+
+ if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
+ {
+ a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
+ }
+
+ // Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt()
+ Vector3d distance_explosion = a_Entity->GetPosition() - m_ExplosionPos;
+ if (distance_explosion.SqrLength() < 4096.0)
+ {
+ distance_explosion.Normalize();
+ distance_explosion *= m_ExplosionSizeSq;
+
+ a_Entity->AddSpeed(distance_explosion);
+ }
+
+ return false;
+ }
+
+ protected:
+ 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), a_ExplosionSize, ExplosionSizeSq);
+ ForEachEntity(TNTDamageCallback);
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
WakeUpSimulatorsInArea(