diff options
Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 157 |
1 files changed, 121 insertions, 36 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index 049bb5fb2..757396a20 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) + FinalDamage = 0; + + 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( |