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-rw-r--r--src/Bindings/LuaState.cpp15
-rw-r--r--src/Bindings/LuaState.h6
-rw-r--r--src/BlockID.h14
-rw-r--r--src/ChunkMap.cpp37
-rw-r--r--src/Entities/Entity.cpp381
-rw-r--r--src/Entities/Entity.h1
-rw-r--r--src/Entities/FallingBlock.cpp19
-rw-r--r--src/Entities/Player.cpp37
-rw-r--r--src/Entities/Player.h164
-rw-r--r--src/Items/ItemLighter.h2
-rw-r--r--src/Protocol/Protocol16x.cpp4
-rw-r--r--src/Protocol/Protocol17x.cpp10
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2
-rw-r--r--src/World.cpp59
-rw-r--r--src/World.h8
15 files changed, 425 insertions, 334 deletions
diff --git a/src/Bindings/LuaState.cpp b/src/Bindings/LuaState.cpp
index f24e15c3b..47380b8a7 100644
--- a/src/Bindings/LuaState.cpp
+++ b/src/Bindings/LuaState.cpp
@@ -689,9 +689,10 @@ void cLuaState::Push(void * a_Ptr)
ASSERT(IsValid());
// Investigate the cause of this - what is the callstack?
- LOGWARNING("Lua engine encountered an error - attempting to push a plain pointer");
+ // One code path leading here is the OnHookExploding / OnHookExploded with exotic parameters. Need to decide what to do with them
+ LOGWARNING("Lua engine: attempting to push a plain pointer, pushing nil instead.");
+ LOGWARNING("This indicates an unimplemented part of MCS bindings");
LogStackTrace();
- ASSERT(!"A plain pointer should never be pushed on Lua stack");
lua_pushnil(m_LuaState);
m_NumCurrentFunctionArgs += 1;
@@ -1080,20 +1081,20 @@ bool cLuaState::ReportErrors(lua_State * a_LuaState, int a_Status)
-void cLuaState::LogStackTrace(void)
+void cLuaState::LogStackTrace(int a_StartingDepth)
{
- LogStackTrace(m_LuaState);
+ LogStackTrace(m_LuaState, a_StartingDepth);
}
-void cLuaState::LogStackTrace(lua_State * a_LuaState)
+void cLuaState::LogStackTrace(lua_State * a_LuaState, int a_StartingDepth)
{
LOGWARNING("Stack trace:");
lua_Debug entry;
- int depth = 0;
+ int depth = a_StartingDepth;
while (lua_getstack(a_LuaState, depth, &entry))
{
lua_getinfo(a_LuaState, "Sln", &entry);
@@ -1312,7 +1313,7 @@ void cLuaState::LogStack(lua_State * a_LuaState, const char * a_Header)
int cLuaState::ReportFnCallErrors(lua_State * a_LuaState)
{
LOGWARNING("LUA: %s", lua_tostring(a_LuaState, -1));
- LogStackTrace(a_LuaState);
+ LogStackTrace(a_LuaState, 1);
return 1; // We left the error message on the stack as the return value
}
diff --git a/src/Bindings/LuaState.h b/src/Bindings/LuaState.h
index f5cb8379d..f0047b362 100644
--- a/src/Bindings/LuaState.h
+++ b/src/Bindings/LuaState.h
@@ -200,7 +200,7 @@ public:
void Push(const HTTPTemplateRequest * a_Request);
void Push(cTNTEntity * a_TNTEntity);
void Push(Vector3i * a_Vector);
- NORETURNDEBUG void Push(void * a_Ptr);
+ void Push(void * a_Ptr);
void Push(cHopperEntity * a_Hopper);
void Push(cBlockEntity * a_BlockEntity);
@@ -868,10 +868,10 @@ public:
static bool ReportErrors(lua_State * a_LuaState, int status);
/** Logs all items in the current stack trace to the server console */
- void LogStackTrace(void);
+ void LogStackTrace(int a_StartingDepth = 0);
/** Logs all items in the current stack trace to the server console */
- static void LogStackTrace(lua_State * a_LuaState);
+ static void LogStackTrace(lua_State * a_LuaState, int a_StartingDepth = 0);
/** Returns the type of the item on the specified position in the stack */
AString GetTypeText(int a_StackPos);
diff --git a/src/BlockID.h b/src/BlockID.h
index 1c454cd23..8adefcfba 100644
--- a/src/BlockID.h
+++ b/src/BlockID.h
@@ -853,9 +853,17 @@ enum eExplosionSource
esWitherSkullBlue,
esWitherBirth,
esPlugin,
-
- // Obsolete constants, kept for compatibility, will be removed after some time:
- esCreeper = esMonster,
+} ;
+
+
+
+
+
+enum eShrapnelLevel
+{
+ slNone,
+ slGravityAffectedOnly,
+ slAll
} ;
// tolua_end
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp
index ffba52d54..e695f0ab2 100644
--- a/src/ChunkMap.cpp
+++ b/src/ChunkMap.cpp
@@ -1834,8 +1834,23 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
}
+ else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
+ {
+ if (!cBlockInfo::FullyOccupiesVoxel(Block))
+ {
+ break;
+ }
+ 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.SetBlockType(bx + x, by + y, bz + z, E_BLOCK_AIR);
a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
+ break;
+
}
} // switch (BlockType)
} // for z
@@ -1848,11 +1863,10 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
public cEntityCallback
{
public:
- cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize, int a_ExplosionSizeSq) :
+ cTNTDamageCallback(cBoundingBox & a_bbTNT, Vector3d a_ExplosionPos, int a_ExplosionSize) :
m_bbTNT(a_bbTNT),
m_ExplosionPos(a_ExplosionPos),
- m_ExplosionSize(a_ExplosionSize),
- m_ExplosionSizeSq(a_ExplosionSizeSq)
+ m_ExplosionSize(a_ExplosionSize)
{
}
@@ -1875,14 +1889,16 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
}
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);
+ // 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
if (FinalDamage > a_Entity->GetMaxHealth())
@@ -1890,7 +1906,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
else if (FinalDamage < 0)
FinalDamage = 0;
- if (!a_Entity->IsTNT()) // Don't apply damage to other TNT entities, they should be invincible
+ 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);
}
@@ -1900,7 +1916,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
if (distance_explosion.SqrLength() < 4096.0)
{
distance_explosion.Normalize();
- distance_explosion *= m_ExplosionSizeSq;
+ distance_explosion *= m_ExplosionSize * m_ExplosionSize;
a_Entity->AddSpeed(distance_explosion);
}
@@ -1912,14 +1928,13 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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), ExplosionSizeInt, ExplosionSizeSq);
+ cTNTDamageCallback TNTDamageCallback(bbTNT, Vector3d(a_BlockX, a_BlockY, a_BlockZ), ExplosionSizeInt);
ForEachEntity(TNTDamageCallback);
// Wake up all simulators for the area, so that water and lava flows and sand falls into the blasted holes (FS #391):
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 0750ae05e..221cbbea7 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -521,27 +521,35 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
if (a_Chunk.IsValid())
{
- HandlePhysics(a_Dt, a_Chunk);
- }
- }
- if (a_Chunk.IsValid())
- {
- TickBurning(a_Chunk);
- }
- if ((a_Chunk.IsValid()) && (GetPosY() < -46))
- {
- TickInVoid(a_Chunk);
- }
- else
- m_TicksSinceLastVoidDamage = 0;
+ cChunk * NextChunk = a_Chunk.GetNeighborChunk(POSX_TOINT, POSZ_TOINT);
- if (IsMob() || IsPlayer())
- {
- // Set swimming state
- SetSwimState(a_Chunk);
+ if ((NextChunk == NULL) || !NextChunk->IsValid())
+ {
+ return;
+ }
+
+ TickBurning(*NextChunk);
+
+ if (GetPosY() < VOID_BOUNDARY)
+ {
+ TickInVoid(*NextChunk);
+ }
+ else
+ {
+ m_TicksSinceLastVoidDamage = 0;
+ }
+
+ if (IsMob() || IsPlayer())
+ {
+ // Set swimming state
+ SetSwimState(*NextChunk);
- // Handle drowning
- HandleAir();
+ // Handle drowning
+ HandleAir();
+ }
+
+ HandlePhysics(a_Dt, *NextChunk);
+ }
}
}
@@ -562,7 +570,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
-
+
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
// See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL)
@@ -571,210 +579,205 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
NextPos += (NextSpeed * a_Dt);
SetPosition(NextPos);
}
+
return;
}
- // Make sure we got the correct chunk and a valid one. No one ever knows...
- cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
- if (NextChunk != NULL)
+ int RelBlockX = BlockX - (a_Chunk.GetPosX() * cChunkDef::Width);
+ int RelBlockZ = BlockZ - (a_Chunk.GetPosZ() * cChunkDef::Width);
+ BLOCKTYPE BlockIn = a_Chunk.GetBlock( RelBlockX, BlockY, RelBlockZ );
+ BLOCKTYPE BlockBelow = (BlockY > 0) ? a_Chunk.GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
+ if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
{
- int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
- int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
- BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
- BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
- if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
+ if (m_bOnGround) // check if it's still on the ground
{
- if (m_bOnGround) // check if it's still on the ground
+ if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
{
- if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
- {
- m_bOnGround = false;
- }
+ m_bOnGround = false;
}
}
- else
- {
- // Push out entity.
- BLOCKTYPE GotBlock;
+ }
+ else
+ {
+ // Push out entity.
+ BLOCKTYPE GotBlock;
- static const struct
- {
- int x, y, z;
- } gCrossCoords[] =
- {
- { 1, 0, 0},
- {-1, 0, 0},
- { 0, 0, 1},
- { 0, 0, -1},
- } ;
-
- bool IsNoAirSurrounding = true;
- for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ static const struct
+ {
+ int x, y, z;
+ } gCrossCoords[] =
+ {
+ { 1, 0, 0},
+ {-1, 0, 0},
+ { 0, 0, 1},
+ { 0, 0, -1},
+ } ;
+
+ bool IsNoAirSurrounding = true;
+ for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
+ {
+ if (!a_Chunk.UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
{
- if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
- {
- // The pickup is too close to an unloaded chunk, bail out of any physics handling
- return;
- }
- if (!cBlockInfo::IsSolid(GotBlock))
- {
- NextPos.x += gCrossCoords[i].x;
- NextPos.z += gCrossCoords[i].z;
- IsNoAirSurrounding = false;
- break;
- }
- } // for i - gCrossCoords[]
-
- if (IsNoAirSurrounding)
+ // The pickup is too close to an unloaded chunk, bail out of any physics handling
+ return;
+ }
+ if (!cBlockInfo::IsSolid(GotBlock))
{
- NextPos.y += 0.5;
+ NextPos.x += gCrossCoords[i].x;
+ NextPos.z += gCrossCoords[i].z;
+ IsNoAirSurrounding = false;
+ break;
}
+ } // for i - gCrossCoords[]
+
+ if (IsNoAirSurrounding)
+ {
+ NextPos.y += 0.5;
+ }
- m_bOnGround = true;
+ m_bOnGround = true;
- /*
- // DEBUG:
- LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
- m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
- );
- */
- }
+ /*
+ // DEBUG:
+ LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
+ m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
+ );
+ */
+ }
- if (!m_bOnGround)
+ if (!m_bOnGround)
+ {
+ float fallspeed;
+ if (IsBlockWater(BlockIn))
{
- float fallspeed;
- if (IsBlockWater(BlockIn))
- {
- fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
- }
- else if (BlockIn == E_BLOCK_COBWEB)
- {
- NextSpeed.y *= 0.05; // Reduce overall falling speed
- fallspeed = 0; // No falling.
- }
- else
- {
- // Normal gravity
- fallspeed = m_Gravity * a_Dt;
- }
- NextSpeed.y += fallspeed;
+ fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water.
+ }
+ else if (BlockIn == E_BLOCK_COBWEB)
+ {
+ NextSpeed.y *= 0.05; // Reduce overall falling speed
+ fallspeed = 0; // No falling.
}
else
{
- // Friction
- if (NextSpeed.SqrLength() > 0.0004f)
+ // Normal gravity
+ fallspeed = m_Gravity * a_Dt;
+ }
+ NextSpeed.y += fallspeed;
+ }
+ else
+ {
+ // Friction
+ if (NextSpeed.SqrLength() > 0.0004f)
+ {
+ NextSpeed.x *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.x) < 0.05)
{
- NextSpeed.x *= 0.7f / (1 + a_Dt);
- if (fabs(NextSpeed.x) < 0.05)
- {
- NextSpeed.x = 0;
- }
- NextSpeed.z *= 0.7f / (1 + a_Dt);
- if (fabs(NextSpeed.z) < 0.05)
- {
- NextSpeed.z = 0;
- }
+ NextSpeed.x = 0;
+ }
+ NextSpeed.z *= 0.7f / (1 + a_Dt);
+ if (fabs(NextSpeed.z) < 0.05)
+ {
+ NextSpeed.z = 0;
}
}
+ }
- // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
- // might have different speed modifiers according to terrain.
- if (BlockIn == E_BLOCK_COBWEB)
- {
- NextSpeed.x *= 0.25;
- NextSpeed.z *= 0.25;
- }
+ // Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
+ // might have different speed modifiers according to terrain.
+ if (BlockIn == E_BLOCK_COBWEB)
+ {
+ NextSpeed.x *= 0.25;
+ NextSpeed.z *= 0.25;
+ }
- //Get water direction
- Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
+ //Get water direction
+ Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
- m_WaterSpeed *= 0.9f; //Reduce speed each tick
+ m_WaterSpeed *= 0.9f; //Reduce speed each tick
- switch(WaterDir)
- {
- case X_PLUS:
- m_WaterSpeed.x = 0.2f;
- m_bOnGround = false;
- break;
- case X_MINUS:
- m_WaterSpeed.x = -0.2f;
- m_bOnGround = false;
- break;
- case Z_PLUS:
- m_WaterSpeed.z = 0.2f;
- m_bOnGround = false;
- break;
- case Z_MINUS:
- m_WaterSpeed.z = -0.2f;
- m_bOnGround = false;
- break;
-
- default:
+ switch(WaterDir)
+ {
+ case X_PLUS:
+ m_WaterSpeed.x = 0.2f;
+ m_bOnGround = false;
break;
- }
+ case X_MINUS:
+ m_WaterSpeed.x = -0.2f;
+ m_bOnGround = false;
+ break;
+ case Z_PLUS:
+ m_WaterSpeed.z = 0.2f;
+ m_bOnGround = false;
+ break;
+ case Z_MINUS:
+ m_WaterSpeed.z = -0.2f;
+ m_bOnGround = false;
+ break;
+
+ default:
+ break;
+ }
- if (fabs(m_WaterSpeed.x) < 0.05)
- {
- m_WaterSpeed.x = 0;
- }
+ if (fabs(m_WaterSpeed.x) < 0.05)
+ {
+ m_WaterSpeed.x = 0;
+ }
- if (fabs(m_WaterSpeed.z) < 0.05)
- {
- m_WaterSpeed.z = 0;
- }
+ if (fabs(m_WaterSpeed.z) < 0.05)
+ {
+ m_WaterSpeed.z = 0;
+ }
- NextSpeed += m_WaterSpeed;
+ NextSpeed += m_WaterSpeed;
- if( NextSpeed.SqrLength() > 0.f )
+ if( NextSpeed.SqrLength() > 0.f )
+ {
+ cTracer Tracer( GetWorld() );
+ bool HasHit = Tracer.Trace( NextPos, NextSpeed, 2 );
+ if (HasHit) // Oh noez! we hit something
{
- cTracer Tracer( GetWorld() );
- int Ret = Tracer.Trace( NextPos, NextSpeed, 2 );
- if( Ret ) // Oh noez! we hit something
+ // Set to hit position
+ if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength())
{
- // Set to hit position
- if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() )
- {
- if( Ret == 1 )
- {
- if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f;
- if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f;
- if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f;
-
- if( Tracer.HitNormal.y > 0 ) // means on ground
- {
- m_bOnGround = true;
- }
- }
- NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
- NextPos.x += Tracer.HitNormal.x * 0.3f;
- NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
- NextPos.z += Tracer.HitNormal.z * 0.3f;
- }
- else
+ if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
+ if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
+ if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
+
+ if (Tracer.HitNormal.y > 0) // means on ground
{
- NextPos += (NextSpeed * a_Dt);
+ m_bOnGround = true;
}
+ NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z);
+ NextPos.x += Tracer.HitNormal.x * 0.3f;
+ NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot
+ NextPos.z += Tracer.HitNormal.z * 0.3f;
}
else
{
- // We didn't hit anything, so move =]
NextPos += (NextSpeed * a_Dt);
}
}
- BlockX = (int) floor(NextPos.x);
- BlockZ = (int) floor(NextPos.z);
- NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
- // See if we can commit our changes. If not, we will discard them.
- if (NextChunk != NULL)
+ else
{
- if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
- if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
- if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
- if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
- if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
- if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
+ // We didn't hit anything, so move =]
+ NextPos += (NextSpeed * a_Dt);
}
}
+
+ BlockX = (int) floor(NextPos.x);
+ BlockZ = (int) floor(NextPos.z);
+
+ cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
+ // See if we can commit our changes. If not, we will discard them.
+ if (NextChunk != NULL)
+ {
+ if (NextPos.x != GetPosX()) SetPosX(NextPos.x);
+ if (NextPos.y != GetPosY()) SetPosY(NextPos.y);
+ if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z);
+ if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x);
+ if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y);
+ if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z);
+ }
}
@@ -815,14 +818,13 @@ void cEntity::TickBurning(cChunk & a_Chunk)
{
int RelX = x;
int RelZ = z;
- cChunk * CurChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelX, RelZ);
- if (CurChunk == NULL)
- {
- continue;
- }
+
for (int y = MinY; y <= MaxY; y++)
{
- switch (CurChunk->GetBlock(RelX, y, RelZ))
+ BLOCKTYPE Block;
+ a_Chunk.UnboundedRelGetBlockType(RelX, y, RelZ, Block);
+
+ switch (Block)
{
case E_BLOCK_FIRE:
{
@@ -922,7 +924,7 @@ void cEntity::TickInVoid(cChunk & a_Chunk)
void cEntity::SetSwimState(cChunk & a_Chunk)
{
- int RelY = (int)floor(m_LastPosY + 0.1);
+ int RelY = (int)floor(GetPosY() + 0.1);
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
{
m_IsSwimming = false;
@@ -931,11 +933,10 @@ void cEntity::SetSwimState(cChunk & a_Chunk)
}
BLOCKTYPE BlockIn;
- int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
- int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
+ int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
+ int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
// Check if the player is swimming:
- // Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
{
// This sometimes happens on Linux machines
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index a73565de7..df80093e5 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -117,6 +117,7 @@ public:
BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have
DROWNING_TICKS = 20, ///< Number of ticks per heart of damage
+ VOID_BOUNDARY = -46 ///< At what position Y to begin applying void damage
} ;
cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
diff --git a/src/Entities/FallingBlock.cpp b/src/Entities/FallingBlock.cpp
index 9fcd9ac80..a66c7e4ae 100644
--- a/src/Entities/FallingBlock.cpp
+++ b/src/Entities/FallingBlock.cpp
@@ -33,20 +33,16 @@ void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
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 BlockX = POSX_TOINT;
int BlockY = (int)(GetPosY() - 0.5);
- int BlockZ = m_OriginalPosition.z;
+ int BlockZ = POSZ_TOINT;
if (BlockY < 0)
{
// Fallen out of this world, just continue falling until out of sight, then destroy:
- if (BlockY < 100)
+ if (BlockY < VOID_BOUNDARY)
{
Destroy(true);
}
@@ -86,6 +82,15 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
Destroy(true);
return;
}
+
+ float MilliDt = a_Dt * 0.001f;
+ AddSpeedY(MilliDt * -9.8f);
+ AddPosition(GetSpeed() * MilliDt);
+
+ if ((GetSpeedX() != 0) || (GetSpeedZ() != 0))
+ {
+ BroadcastMovementUpdate();
+ }
}
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index 440d30595..863aaa799 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -43,8 +43,9 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
, m_GameMode(eGameMode_NotSet)
, m_IP("")
, m_ClientHandle(a_Client)
- , m_NormalMaxSpeed(0.1)
- , m_SprintingMaxSpeed(0.13)
+ , m_NormalMaxSpeed(1.0)
+ , m_SprintingMaxSpeed(1.3)
+ , m_FlyingMaxSpeed(1.0)
, m_IsCrouched(false)
, m_IsSprinting(false)
, m_IsFlying(false)
@@ -684,7 +685,21 @@ const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
double cPlayer::GetMaxSpeed(void) const
{
- return m_IsSprinting ? m_SprintingMaxSpeed : m_NormalMaxSpeed;
+ if (m_IsFlying)
+ {
+ return m_FlyingMaxSpeed;
+ }
+ else
+ {
+ if (m_IsSprinting)
+ {
+ return m_SprintingMaxSpeed;
+ }
+ else
+ {
+ return m_NormalMaxSpeed;
+ }
+ }
}
@@ -694,7 +709,7 @@ double cPlayer::GetMaxSpeed(void) const
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
- if (!m_IsSprinting)
+ if (!m_IsSprinting && !m_IsFlying)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
@@ -707,7 +722,7 @@ void cPlayer::SetNormalMaxSpeed(double a_Speed)
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
- if (m_IsSprinting)
+ if (m_IsSprinting && !m_IsFlying)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
@@ -717,6 +732,18 @@ void cPlayer::SetSprintingMaxSpeed(double a_Speed)
+void cPlayer::SetFlyingMaxSpeed(double a_Speed)
+{
+ m_FlyingMaxSpeed = a_Speed;
+
+ // Update the flying speed, always:
+ m_ClientHandle->SendPlayerAbilities();
+}
+
+
+
+
+
void cPlayer::SetCrouch(bool a_IsCrouched)
{
// Set the crouch status, broadcast to all visible players
diff --git a/src/Entities/Player.h b/src/Entities/Player.h
index c25053c21..ea32dbfb9 100644
--- a/src/Entities/Player.h
+++ b/src/Entities/Player.h
@@ -47,19 +47,19 @@ public:
virtual void HandlePhysics(float a_Dt, cChunk &) override { UNUSED(a_Dt); };
- /// Returns the curently equipped weapon; empty item if none
+ /** Returns the curently equipped weapon; empty item if none */
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
- /// Returns the currently equipped helmet; empty item if none
+ /** Returns the currently equipped helmet; empty item if none */
virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
- /// Returns the currently equipped chestplate; empty item if none
+ /** Returns the currently equipped chestplate; empty item if none */
virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
- /// Returns the currently equipped leggings; empty item if none
+ /** Returns the currently equipped leggings; empty item if none */
virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
- /// Returns the currently equipped boots; empty item if none
+ /** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
@@ -77,36 +77,41 @@ public:
*/
short DeltaExperience(short a_Xp_delta);
- /// Gets the experience total - XpTotal for score on death
+ /** Gets the experience total - XpTotal for score on death */
inline short GetXpLifetimeTotal(void) { return m_LifetimeTotalXp; }
- /// Gets the currrent experience
+ /** Gets the currrent experience */
inline short GetCurrentXp(void) { return m_CurrentXp; }
- /// Gets the current level - XpLevel
+ /** Gets the current level - XpLevel */
short GetXpLevel(void);
- /// Gets the experience bar percentage - XpP
+ /** Gets the experience bar percentage - XpP */
float GetXpPercentage(void);
- /// Caculates the amount of XP needed for a given level, ref: http://minecraft.gamepedia.com/XP
+ /** Caculates the amount of XP needed for a given level
+ Ref: http://minecraft.gamepedia.com/XP
+ */
static short XpForLevel(short int a_Level);
- /// inverse of XpForLevel, ref: http://minecraft.gamepedia.com/XP values are as per this with pre-calculations
+ /** Inverse of XpForLevel
+ Ref: http://minecraft.gamepedia.com/XP
+ values are as per this with pre-calculations
+ */
static short CalcLevelFromXp(short int a_CurrentXp);
// tolua_end
- /// Starts charging the equipped bow
+ /** Starts charging the equipped bow */
void StartChargingBow(void);
- /// Finishes charging the current bow. Returns the number of ticks for which the bow has been charged
+ /** Finishes charging the current bow. Returns the number of ticks for which the bow has been charged */
int FinishChargingBow(void);
- /// Cancels the current bow charging
+ /** Cancels the current bow charging */
void CancelChargingBow(void);
- /// Returns true if the player is currently charging the bow
+ /** Returns true if the player is currently charging the bow */
bool IsChargingBow(void) const { return m_IsChargingBow; }
void SetTouchGround( bool a_bTouchGround );
@@ -124,16 +129,16 @@ public:
// tolua_begin
- /// Returns the position where projectiles thrown by this player should start, player eye position + adjustment
+ /** Returns the position where projectiles thrown by this player should start, player eye position + adjustment */
Vector3d GetThrowStartPos(void) const;
- /// Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff.
+ /** Returns the initial speed vector of a throw, with a 3D length of a_SpeedCoeff. */
Vector3d GetThrowSpeed(double a_SpeedCoeff) const;
- /// Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable
+ /** Returns the current gamemode. Partly OBSOLETE, you should use IsGameModeXXX() functions wherever applicable */
eGameMode GetGameMode(void) const { return m_GameMode; }
- /// Returns the current effective gamemode (inherited gamemode is resolved before returning)
+ /** Returns the current effective gamemode (inherited gamemode is resolved before returning) */
eGameMode GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : m_GameMode; }
/** Sets the gamemode for the player.
@@ -142,24 +147,24 @@ public:
*/
void SetGameMode(eGameMode a_GameMode);
- /// Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world
+ /** Returns true if the player is in Creative mode, either explicitly, or by inheriting from current world */
bool IsGameModeCreative(void) const;
- /// Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world
+ /** Returns true if the player is in Survival mode, either explicitly, or by inheriting from current world */
bool IsGameModeSurvival(void) const;
- /// Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world
+ /** Returns true if the player is in Adventure mode, either explicitly, or by inheriting from current world */
bool IsGameModeAdventure(void) const;
AString GetIP(void) const { return m_IP; } // tolua_export
- /// Returns the associated team, NULL if none
+ /** Returns the associated team, NULL if none */
cTeam * GetTeam(void) { return m_Team; } // tolua_export
- /// Sets the player team, NULL if none
+ /** Sets the player team, NULL if none */
void SetTeam(cTeam * a_Team);
- /// Forces the player to query the scoreboard for his team
+ /** Forces the player to query the scoreboard for his team */
cTeam * UpdateTeam(void);
// tolua_end
@@ -169,24 +174,24 @@ public:
// Sets the current gamemode, doesn't check validity, doesn't send update packets to client
void LoginSetGameMode(eGameMode a_GameMode);
- /// Forces the player to move in the given direction.
+ /** Forces the player to move in the given direction. */
void ForceSetSpeed(Vector3d a_Direction); // tolua_export
- /// Tries to move to a new position, with attachment-related checks (y == -999)
+ /** Tries to move to a new position, with attachment-related checks (y == -999) */
void MoveTo(const Vector3d & a_NewPos); // tolua_export
cWindow * GetWindow(void) { return m_CurrentWindow; } // tolua_export
const cWindow * GetWindow(void) const { return m_CurrentWindow; }
- /// Opens the specified window; closes the current one first using CloseWindow()
+ /** Opens the specified window; closes the current one first using CloseWindow() */
void OpenWindow(cWindow * a_Window); // Exported in ManualBindings.cpp
// tolua_begin
- /// Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true
+ /** Closes the current window, resets current window to m_InventoryWindow. A plugin may refuse the closing if a_CanRefuse is true */
void CloseWindow(bool a_CanRefuse = true);
- /// Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow
+ /** Closes the current window if it matches the specified ID, resets current window to m_InventoryWindow */
void CloseWindowIfID(char a_WindowID, bool a_CanRefuse = true);
cClientHandle * GetClientHandle(void) const { return m_ClientHandle; }
@@ -208,10 +213,10 @@ public:
typedef std::list< cGroup* > GroupList;
typedef std::list< std::string > StringList;
- /// Adds a player to existing group or creates a new group when it doesn't exist
+ /** Adds a player to existing group or creates a new group when it doesn't exist */
void AddToGroup( const AString & a_GroupName ); // tolua_export
- /// Removes a player from the group, resolves permissions and group inheritance (case sensitive)
+ /** Removes a player from the group, resolves permissions and group inheritance (case sensitive) */
void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
bool HasPermission( const AString & a_Permission ); // tolua_export
@@ -234,7 +239,7 @@ public:
/** tosses a pickup newly created from a_Item */
void TossPickup(const cItem & a_Item);
- /// Heals the player by the specified amount of HPs (positive only); sends health update
+ /** Heals the player by the specified amount of HPs (positive only); sends health update */
void Heal(int a_Health);
int GetFoodLevel (void) const { return m_FoodLevel; }
@@ -243,7 +248,7 @@ public:
double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
- /// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore
+ /** Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore */
bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); }
void SetFoodLevel (int a_FoodLevel);
@@ -252,28 +257,28 @@ public:
void SetFoodExhaustionLevel (double a_FoodExhaustionLevel);
void SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining);
- /// Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full"
+ /** Adds to FoodLevel and FoodSaturationLevel, returns true if any food has been consumed, false if player "full" */
bool Feed(int a_Food, double a_Saturation);
- /// Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values.
+ /** Adds the specified exhaustion to m_FoodExhaustion. Expects only positive values. */
void AddFoodExhaustion(double a_Exhaustion)
{
m_FoodExhaustionLevel += a_Exhaustion;
}
- /// Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two
+ /** Starts the food poisoning for the specified amount of ticks; if already foodpoisoned, sets FoodPoisonedTicksRemaining to the larger of the two */
void FoodPoison(int a_NumTicks);
- /// Returns true if the player is currently in the process of eating the currently equipped item
+ /** Returns true if the player is currently in the process of eating the currently equipped item */
bool IsEating(void) const { return (m_EatingFinishTick >= 0); }
- /// Returns true if the player is currently flying.
+ /** Returns true if the player is currently flying. */
bool IsFlying(void) const { return m_IsFlying; }
/** Returns if a player is sleeping in a bed */
bool IsInBed(void) const { return m_bIsInBed; }
- /// returns true if the player has thrown out a floater.
+ /** returns true if the player has thrown out a floater. */
bool IsFishing(void) const { return m_IsFishing; }
void SetIsFishing(bool a_IsFishing, int a_FloaterID = -1) { m_IsFishing = a_IsFishing; m_FloaterID = a_FloaterID; }
@@ -285,13 +290,13 @@ public:
/** Sets a player's in-bed state; we can't be sure plugins will keep this value updated, so no exporting */
void SetIsInBed(bool a_Flag) { m_bIsInBed = a_Flag; }
- /// Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet
+ /** Starts eating the currently equipped item. Resets the eating timer and sends the proper animation packet */
void StartEating(void);
- /// Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets
+ /** Finishes eating the currently equipped item. Consumes the item, updates health and broadcasts the packets */
void FinishEating(void);
- /// Aborts the current eating operation
+ /** Aborts the current eating operation */
void AbortEating(void);
virtual void KilledBy(cEntity * a_Killer) override;
@@ -320,45 +325,51 @@ public:
cItem & GetDraggingItem(void) {return m_DraggingItem; }
// In UI windows, when inventory-painting:
- /// Clears the list of slots that are being inventory-painted. To be used by cWindow only
+ /** Clears the list of slots that are being inventory-painted. To be used by cWindow only */
void ClearInventoryPaintSlots(void);
- /// Adds a slot to the list for inventory painting. To be used by cWindow only
+ /** Adds a slot to the list for inventory painting. To be used by cWindow only */
void AddInventoryPaintSlot(int a_SlotNum);
- /// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
+ /** Returns the list of slots currently stored for inventory painting. To be used by cWindow only */
const cSlotNums & GetInventoryPaintSlots(void) const;
// tolua_begin
- /// Returns the current maximum speed, as reported in the 1.6.1+ protocol (takes current sprinting state into account)
+ /** Returns the current relative maximum speed (takes current sprinting / flying state into account) */
double GetMaxSpeed(void) const;
- /// Gets the normal maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ /** Gets the normal relative maximum speed */
double GetNormalMaxSpeed(void) const { return m_NormalMaxSpeed; }
- /// Gets the sprinting maximum speed, as reported in the 1.6.1+ protocol, in the protocol units
+ /** Gets the sprinting relative maximum speed */
double GetSprintingMaxSpeed(void) const { return m_SprintingMaxSpeed; }
- /// Sets the normal maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ /** Gets the flying relative maximum speed */
+ double GetFlyingMaxSpeed(void) const { return m_FlyingMaxSpeed; }
+
+ /** Sets the normal relative maximum speed. Sends the update to player, if needed. */
void SetNormalMaxSpeed(double a_Speed);
- /// Sets the sprinting maximum speed, as reported in the 1.6.1+ protocol. Sends the update to player, if needed.
+ /** Sets the sprinting relative maximum speed. Sends the update to player, if needed. */
void SetSprintingMaxSpeed(double a_Speed);
- /// Sets the crouch status, broadcasts to all visible players
+ /** Sets the flying relative maximum speed. Sends the update to player, if needed. */
+ void SetFlyingMaxSpeed(double a_Speed);
+
+ /** Sets the crouch status, broadcasts to all visible players */
void SetCrouch(bool a_IsCrouched);
- /// Starts or stops sprinting, sends the max speed update to the client, if needed
+ /** Starts or stops sprinting, sends the max speed update to the client, if needed */
void SetSprint(bool a_IsSprinting);
- /// Flags the player as flying
+ /** Flags the player as flying */
void SetFlying(bool a_IsFlying);
- /// If true the player can fly even when he's not in creative.
+ /** If true the player can fly even when he's not in creative. */
void SetCanFly(bool a_CanFly);
- /// Returns wheter the player can fly or not.
+ /** Returns wheter the player can fly or not. */
virtual bool CanFly(void) const { return m_CanFly; }
// tolua_end
@@ -380,7 +391,7 @@ protected:
AString m_PlayerName;
AString m_LoadedWorldName;
- /// Xp Level stuff
+ /** Xp Level stuff */
enum
{
XP_TO_LEVEL15 = 255,
@@ -391,22 +402,22 @@ protected:
bool m_bVisible;
// Food-related variables:
- /// Represents the food bar, one point equals half a "drumstick"
+ /** Represents the food bar, one point equals half a "drumstick" */
int m_FoodLevel;
- /// "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel
+ /** "Overcharge" for the m_FoodLevel; is depleted before m_FoodLevel */
double m_FoodSaturationLevel;
- /// Count-up to the healing or damaging action, based on m_FoodLevel
+ /** Count-up to the healing or damaging action, based on m_FoodLevel */
int m_FoodTickTimer;
- /// A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little
+ /** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little */
double m_FoodExhaustionLevel;
- /// Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned
+ /** Number of ticks remaining for the foodpoisoning effect; zero if not foodpoisoned */
int m_FoodPoisonedTicksRemaining;
- /// Last position that has been recorded for food-related processing:
+ /** Last position that has been recorded for food-related processing: */
Vector3d m_LastFoodPos;
float m_LastJumpHeight;
@@ -422,7 +433,7 @@ protected:
eGameMode m_GameMode;
AString m_IP;
- /// The item being dragged by the cursor while in a UI window
+ /** The item being dragged by the cursor while in a UI window */
cItem m_DraggingItem;
long long m_LastPlayerListTime;
@@ -432,12 +443,21 @@ protected:
cSlotNums m_InventoryPaintSlots;
- /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is walking. 0.1 by default
+ /** Max speed, relative to the game default.
+ 1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
+ Default value is 1. */
double m_NormalMaxSpeed;
- /// Max speed, in ENTITY_PROPERTIES packet's units, when the player is sprinting. 0.13 by default
+ /** Max speed, relative to the game default max speed, when sprinting.
+ 1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
+ Default value is 1.3. */
double m_SprintingMaxSpeed;
+ /** Max speed, relative to the game default flying max speed, when flying.
+ 1 means regular speed, 2 means twice as fast, 0.5 means half-speed.
+ Default value is 1. */
+ double m_FlyingMaxSpeed;
+
bool m_IsCrouched;
bool m_IsSprinting;
bool m_IsFlying;
@@ -447,10 +467,10 @@ protected:
bool m_CanFly; // If this is true the player can fly. Even if he is not in creative.
- /// The world tick in which eating will be finished. -1 if not eating
+ /** The world tick in which eating will be finished. -1 if not eating */
Int64 m_EatingFinishTick;
- /// Player Xp level
+ /** Player Xp level */
short int m_LifetimeTotalXp;
short int m_CurrentXp;
@@ -471,19 +491,19 @@ protected:
virtual void Destroyed(void);
- /// Filters out damage for creative mode/friendly fire
+ /** Filters out damage for creative mode/friendly fire */
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;
/** Stops players from burning in creative mode */
virtual void TickBurning(cChunk & a_Chunk) override;
- /// Called in each tick to handle food-related processing
+ /** Called in each tick to handle food-related processing */
void HandleFood(void);
- /// Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item.
+ /** Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item. */
void HandleFloater(void);
- /// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
+ /** Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block) */
void ApplyFoodExhaustionFromMovement();
/** Flag representing whether the player is currently in a bed
diff --git a/src/Items/ItemLighter.h b/src/Items/ItemLighter.h
index 2db6c829a..32f49cab6 100644
--- a/src/Items/ItemLighter.h
+++ b/src/Items/ItemLighter.h
@@ -53,8 +53,8 @@ public:
{
// Activate the TNT:
a_World->BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 1.0f);
- a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom
a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
+ a_World->SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom
break;
}
default:
diff --git a/src/Protocol/Protocol16x.cpp b/src/Protocol/Protocol16x.cpp
index f6ec0a199..ecb24254f 100644
--- a/src/Protocol/Protocol16x.cpp
+++ b/src/Protocol/Protocol16x.cpp
@@ -135,7 +135,7 @@ void cProtocol161::SendPlayerMaxSpeed(void)
WriteInt(m_Client->GetPlayer()->GetUniqueID());
WriteInt(1);
WriteString("generic.movementSpeed");
- WriteDouble(m_Client->GetPlayer()->GetMaxSpeed());
+ WriteDouble(0.1 * m_Client->GetPlayer()->GetMaxSpeed());
Flush();
}
@@ -267,7 +267,7 @@ void cProtocol162::SendPlayerMaxSpeed(void)
WriteInt(m_Client->GetPlayer()->GetUniqueID());
WriteInt(1);
WriteString("generic.movementSpeed");
- WriteDouble(m_Client->GetPlayer()->GetMaxSpeed());
+ WriteDouble(0.1 * m_Client->GetPlayer()->GetMaxSpeed());
WriteShort(0);
Flush();
}
diff --git a/src/Protocol/Protocol17x.cpp b/src/Protocol/Protocol17x.cpp
index 6fc344eaf..721ed349e 100644
--- a/src/Protocol/Protocol17x.cpp
+++ b/src/Protocol/Protocol17x.cpp
@@ -687,9 +687,8 @@ void cProtocol172::SendPlayerAbilities(void)
Flags |= 0x04;
}
Pkt.WriteByte(Flags);
- // TODO: Pkt.WriteFloat(m_Client->GetPlayer()->GetMaxFlyingSpeed());
- Pkt.WriteFloat(0.05f);
- Pkt.WriteFloat((float)m_Client->GetPlayer()->GetMaxSpeed());
+ Pkt.WriteFloat((float)(0.05 * m_Client->GetPlayer()->GetFlyingMaxSpeed()));
+ Pkt.WriteFloat((float)(0.1 * m_Client->GetPlayer()->GetMaxSpeed()));
}
@@ -743,13 +742,14 @@ void cProtocol172::SendPlayerMaxSpeed(void)
Pkt.WriteInt(m_Client->GetPlayer()->GetUniqueID());
Pkt.WriteInt(1); // Count
Pkt.WriteString("generic.movementSpeed");
- Pkt.WriteDouble(0.1);
+ // The default game speed is 0.1, multiply that value by the relative speed:
+ Pkt.WriteDouble(0.1 * m_Client->GetPlayer()->GetNormalMaxSpeed());
if (m_Client->GetPlayer()->IsSprinting())
{
Pkt.WriteShort(1); // Modifier count
Pkt.WriteInt64(0x662a6b8dda3e4c1c);
Pkt.WriteInt64(0x881396ea6097278d); // UUID of the modifier
- Pkt.WriteDouble(0.3);
+ Pkt.WriteDouble(m_Client->GetPlayer()->GetSprintingMaxSpeed() - m_Client->GetPlayer()->GetNormalMaxSpeed());
Pkt.WriteByte(2);
}
else
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 6ace8ade9..92659fab7 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -838,8 +838,8 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_
if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
{
m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
- m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom
m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5); // 80 ticks to boom
}
}
diff --git a/src/World.cpp b/src/World.cpp
index 012ba915b..3f157157a 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -250,8 +250,6 @@ cWorld::cWorld(const AString & a_WorldName) :
m_SkyDarkness(0),
m_Weather(eWeather_Sunny),
m_WeatherInterval(24000), // Guaranteed 1 day of sunshine at server start :)
- m_bCommandBlocksEnabled(false),
- m_bUseChatPrefixes(true),
m_Scoreboard(this),
m_MapManager(this),
m_GeneratorCallbacks(*this),
@@ -562,29 +560,33 @@ void cWorld::Start(void)
m_SpawnZ = IniFile.GetValueF("SpawnPosition", "Z", m_SpawnZ);
}
- m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
- m_StorageCompressionFactor = IniFile.GetValueSetI("Storage", "CompressionFactor", m_StorageCompressionFactor);
- m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
- m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
- m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
- m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
- m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
- m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
- m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
- m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
- m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
- m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
- m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
- m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
- m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
- m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", true);
- m_ShouldLavaSpawnFire = IniFile.GetValueSetB("Physics", "ShouldLavaSpawnFire", true);
- m_bCommandBlocksEnabled = IniFile.GetValueSetB("Mechanics", "CommandBlocksEnabled", false);
- m_bEnabledPVP = IniFile.GetValueSetB("Mechanics", "PVPEnabled", true);
- m_bUseChatPrefixes = IniFile.GetValueSetB("Mechanics", "UseChatPrefixes", true);
- m_VillagersShouldHarvestCrops = IniFile.GetValueSetB("Monsters", "VillagersShouldHarvestCrops", true);
-
- m_GameMode = (eGameMode)IniFile.GetValueSetI("General", "Gamemode", m_GameMode);
+ m_StorageSchema = IniFile.GetValueSet ("Storage", "Schema", m_StorageSchema);
+ m_StorageCompressionFactor = IniFile.GetValueSetI("Storage", "CompressionFactor", m_StorageCompressionFactor);
+ m_MaxCactusHeight = IniFile.GetValueSetI("Plants", "MaxCactusHeight", 3);
+ m_MaxSugarcaneHeight = IniFile.GetValueSetI("Plants", "MaxSugarcaneHeight", 3);
+ m_IsCactusBonemealable = IniFile.GetValueSetB("Plants", "IsCactusBonemealable", false);
+ m_IsCarrotsBonemealable = IniFile.GetValueSetB("Plants", "IsCarrotsBonemealable", true);
+ m_IsCropsBonemealable = IniFile.GetValueSetB("Plants", "IsCropsBonemealable", true);
+ m_IsGrassBonemealable = IniFile.GetValueSetB("Plants", "IsGrassBonemealable", true);
+ m_IsMelonStemBonemealable = IniFile.GetValueSetB("Plants", "IsMelonStemBonemealable", true);
+ m_IsMelonBonemealable = IniFile.GetValueSetB("Plants", "IsMelonBonemealable", false);
+ m_IsPotatoesBonemealable = IniFile.GetValueSetB("Plants", "IsPotatoesBonemealable", true);
+ m_IsPumpkinStemBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinStemBonemealable", true);
+ m_IsPumpkinBonemealable = IniFile.GetValueSetB("Plants", "IsPumpkinBonemealable", false);
+ m_IsSaplingBonemealable = IniFile.GetValueSetB("Plants", "IsSaplingBonemealable", true);
+ m_IsSugarcaneBonemealable = IniFile.GetValueSetB("Plants", "IsSugarcaneBonemealable", false);
+ m_IsDeepSnowEnabled = IniFile.GetValueSetB("Physics", "DeepSnow", true);
+ m_ShouldLavaSpawnFire = IniFile.GetValueSetB("Physics", "ShouldLavaSpawnFire", true);
+ int TNTShrapnelLevel = IniFile.GetValueSetI("Physics", "TNTShrapnelLevel", (int)slNone);
+ m_bCommandBlocksEnabled = IniFile.GetValueSetB("Mechanics", "CommandBlocksEnabled", false);
+ m_bEnabledPVP = IniFile.GetValueSetB("Mechanics", "PVPEnabled", true);
+ m_bUseChatPrefixes = IniFile.GetValueSetB("Mechanics", "UseChatPrefixes", true);
+ m_VillagersShouldHarvestCrops = IniFile.GetValueSetB("Monsters", "VillagersShouldHarvestCrops", true);
+ int GameMode = IniFile.GetValueSetI("General", "Gamemode", (int)m_GameMode);
+
+ // Adjust the enum-backed variables into their respective bounds:
+ m_GameMode = (eGameMode) Clamp(GameMode, (int)gmSurvival, (int)gmAdventure);
+ m_TNTShrapnelLevel = (eShrapnelLevel)Clamp(TNTShrapnelLevel, (int)slNone, (int)slAll);
// Load allowed mobs:
const char * DefaultMonsters = "";
@@ -1727,10 +1729,13 @@ int cWorld::SpawnMinecart(double a_X, double a_Y, double a_Z, int a_MinecartType
void cWorld::SpawnPrimedTNT(double a_X, double a_Y, double a_Z, int a_FuseTicks, double a_InitialVelocityCoeff)
{
- UNUSED(a_InitialVelocityCoeff);
cTNTEntity * TNT = new cTNTEntity(a_X, a_Y, a_Z, a_FuseTicks);
TNT->Initialize(this);
- // TODO: Add a bit of speed in horiz and vert axes, based on the a_InitialVelocityCoeff
+ TNT->SetSpeed(
+ a_InitialVelocityCoeff * (GetTickRandomNumber(2) - 1), /** -1, 0, 1 */
+ a_InitialVelocityCoeff * 2,
+ a_InitialVelocityCoeff * (GetTickRandomNumber(2) - 1)
+ );
}
diff --git a/src/World.h b/src/World.h
index bd9ed8d16..46aece18f 100644
--- a/src/World.h
+++ b/src/World.h
@@ -605,6 +605,9 @@ public:
bool AreCommandBlocksEnabled(void) const { return m_bCommandBlocksEnabled; }
void SetCommandBlocksEnabled(bool a_Flag) { m_bCommandBlocksEnabled = a_Flag; }
+ eShrapnelLevel GetTNTShrapnelLevel(void) const { return m_TNTShrapnelLevel; }
+ void SetTNTShrapnelLevel(eShrapnelLevel a_Flag) { m_TNTShrapnelLevel = a_Flag; }
+
bool ShouldUseChatPrefixes(void) const { return m_bUseChatPrefixes; }
void SetShouldUseChatPrefixes(bool a_Flag) { m_bUseChatPrefixes = a_Flag; }
@@ -862,6 +865,11 @@ private:
/** Whether prefixes such as [INFO] are prepended to SendMessageXXX() / BroadcastChatXXX() functions */
bool m_bUseChatPrefixes;
+
+ /** The level of DoExplosionAt() projecting random affected blocks as FallingBlock entities
+ See the eShrapnelLevel enumeration for details
+ */
+ eShrapnelLevel m_TNTShrapnelLevel;
cChunkGenerator m_Generator;