diff options
author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-03-05 23:12:48 +0100 |
---|---|---|
committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-03-05 23:12:48 +0100 |
commit | 53231bebd650b9398060cee1434ad4c44152d36e (patch) | |
tree | 018e79175daa3664668512ad01b6d7f55d639d34 /src/ChunkMap.cpp | |
parent | Fixed MSVC warnings in DeprecatedBindings. (diff) | |
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Diffstat (limited to 'src/ChunkMap.cpp')
-rw-r--r-- | src/ChunkMap.cpp | 31 |
1 files changed, 20 insertions, 11 deletions
diff --git a/src/ChunkMap.cpp b/src/ChunkMap.cpp index b5795fbaf..b13337b44 100644 --- a/src/ChunkMap.cpp +++ b/src/ChunkMap.cpp @@ -1832,8 +1832,17 @@ 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->GetTickRandomNumber(100) < 20) // 20% chance of flinging stuff around + { + if (!cBlockInfo::FullyOccupiesVoxel(area.GetBlockType(bx + x, by + y, bz + z))) + { + break; + } + m_World->SpawnFallingBlock(bx + x, by + y + 5, bz + z, area.GetBlockType(bx + x, by + y, bz + z), 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 @@ -1846,11 +1855,10 @@ 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) { } @@ -1873,14 +1881,16 @@ 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()) @@ -1888,7 +1898,7 @@ 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, they should be invincible { a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0); } @@ -1898,7 +1908,7 @@ 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); } @@ -1910,14 +1920,13 @@ 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): |