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author | STRWarrior <STRWarrior@users.noreply.github.com> | 2014-08-30 22:42:38 +0200 |
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committer | STRWarrior <STRWarrior@users.noreply.github.com> | 2014-08-30 22:42:38 +0200 |
commit | 9f321e29cf50c5cdd828fa1bbce1de2f0cbbc58e (patch) | |
tree | a6ad2990fdaff104c3663a8655be26ad55dc1ccc /src/ChunkMap.cpp | |
parent | WSSAnvil: Removed leftover debugging code. (diff) | |
parent | Fixed style. (diff) | |
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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 66 |
1 files changed, 22 insertions, 44 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index dd8be0631..a3692ef11 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1880,21 +1880,19 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ } else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around { - if (!cBlockInfo::FullyOccupiesVoxel(Block)) + // If the block is shrapnel-able, make a falling block entity out of it: + if ( + ((m_World->GetTNTShrapnelLevel() == slAll) && cBlockInfo::FullyOccupiesVoxel(Block)) || + ((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)); } - 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.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0); a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z)); break; - } } // switch (BlockType) } // for z @@ -1916,51 +1914,31 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_ 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 + if (a_Entity->IsPickup() && (a_Entity->GetTicksAlive() < 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 AbsoluteEntityPos(abs(EntityPos.x), abs(EntityPos.y), abs(EntityPos.z)); - - // Work out how far we are from the edge of the TNT's explosive effect - AbsoluteEntityPos -= m_ExplosionPos; - - // 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 - FinalDamage = Clamp(FinalDamage, 0.0, (double)a_Entity->GetMaxHealth()); + Vector3d DistanceFromExplosion = a_Entity->GetPosition() - m_ExplosionPos; + 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); - } + cBoundingBox bbEntity(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight()); - // 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_ExplosionSize * m_ExplosionSize; + if (!m_bbTNT.IsInside(bbEntity)) // If bbEntity is inside bbTNT, not vice versa! + { + return false; + } - a_Entity->AddSpeed(distance_explosion); + // Ensure that the damage dealt is inversely proportional to the distance to the TNT centre - the closer a player is, the harder they are hit + a_Entity->TakeDamage(dtExplosion, NULL, (int)((1 / DistanceFromExplosion.Length()) * 6 * m_ExplosionSize), 0); } + + // Apply force to entities around the explosion - code modified from World.cpp DoExplosionAt() + DistanceFromExplosion.Normalize(); + DistanceFromExplosion *= m_ExplosionSize * m_ExplosionSize; + a_Entity->AddSpeed(DistanceFromExplosion); return false; } |