From 53e22b11857fed62e2313d6d84d90f88ed412ffb Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Mon, 29 Jul 2013 12:13:03 +0100 Subject: Changed everyting to Unix line endings. --- source/FallingBlock.cpp | 206 ++++++++++++++++++++++++------------------------ 1 file changed, 103 insertions(+), 103 deletions(-) (limited to 'source/FallingBlock.cpp') 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; + } +} + + + + -- cgit v1.2.3