1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
#include "Globals.h"
#include "FallingBlock.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "../Simulator/SandSimulator.h"
#include "../Chunk.h"
cFallingBlock::cFallingBlock(CreateEntityInfo a_Info, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
super(a_Info, etFallingBlock, 0.98, 0.98, 1),
m_BlockType(a_BlockType),
m_BlockMeta(a_BlockMeta)
{
}
void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnFallingBlock(*this);
}
void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
{
// GetWorld()->BroadcastTeleportEntity(*this); // Test position
int BlockX = POSX_TOINT;
int BlockY = (int)(GetPosY() - 0.5);
int BlockZ = POSZ_TOINT;
if (BlockY < 0)
{
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < VOID_BOUNDARY)
{
Destroy(true);
}
return;
}
if (BlockY >= cChunkDef::Height)
{
// Above the world, just wait for it to fall back down
return;
}
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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;
}
float MilliDt = a_Dt * 0.001f;
AddSpeedY(MilliDt * -9.8f);
AddPosition(GetSpeed() * MilliDt);
// If not static (one billionth precision) broadcast movement
if ((fabs(GetSpeedX()) > std::numeric_limits<double>::epsilon()) || (fabs(GetSpeedZ()) > std::numeric_limits<double>::epsilon()))
{
BroadcastMovementUpdate();
}
}
|