diff options
-rw-r--r-- | source/Chunk.cpp | 4 | ||||
-rw-r--r-- | source/Entity.h | 4 | ||||
-rw-r--r-- | source/FallingBlock.cpp | 13 | ||||
-rw-r--r-- | source/FallingBlock.h | 3 | ||||
-rw-r--r-- | source/Simulator/SandSimulator.cpp | 6 |
5 files changed, 24 insertions, 6 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp index 72313fa08..264fe1170 100644 --- a/source/Chunk.cpp +++ b/source/Chunk.cpp @@ -500,7 +500,7 @@ void cChunk::Tick(float a_Dt) void cChunk::MoveEntityToNewChunk(cEntity * a_Entity) { - cChunk * Neighbor = GetNeighborChunk((int)a_Entity->GetPosX(), (int)a_Entity->GetPosZ()); + cChunk * Neighbor = GetNeighborChunk(a_Entity->GetChunkX() * cChunkDef::Width, a_Entity->GetChunkZ() * cChunkDef::Width); if (Neighbor == NULL) { Neighbor = m_ChunkMap->GetChunkNoLoad(a_Entity->GetChunkX(), ZERO_CHUNK_Y, a_Entity->GetChunkZ()); @@ -512,6 +512,8 @@ void cChunk::MoveEntityToNewChunk(cEntity * a_Entity) } } + ASSERT(Neighbor != this); // Moving into the same chunk? wtf? + Neighbor->AddEntity(a_Entity); class cMover : diff --git a/source/Entity.h b/source/Entity.h index d80c622e3..bc3d90b15 100644 --- a/source/Entity.h +++ b/source/Entity.h @@ -122,8 +122,8 @@ public: double GetSpeedY (void) const { return m_Speed.y; } double GetSpeedZ (void) const { return m_Speed.z; } - int GetChunkX(void) const {return FAST_FLOOR_DIV(((int)m_Pos.x), cChunkDef::Width); } - int GetChunkZ(void) const {return FAST_FLOOR_DIV(((int)m_Pos.z), cChunkDef::Width); } + int GetChunkX(void) const {return (int)floor(m_Pos.x / cChunkDef::Width); } + int GetChunkZ(void) const {return (int)floor(m_Pos.z / cChunkDef::Width); } void SetHeadYaw (double a_HeadYaw); void SetMass (double a_Mass); diff --git a/source/FallingBlock.cpp b/source/FallingBlock.cpp index db5679454..f20abe3ba 100644 --- a/source/FallingBlock.cpp +++ b/source/FallingBlock.cpp @@ -49,9 +49,9 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk) // GetWorld()->BroadcastTeleportEntity(*this); // Test position
- int BlockX = (int)m_OriginalPosition.x;
+ int BlockX = m_OriginalPosition.x;
int BlockY = (int)(GetPosY() - 0.5);
- int BlockZ = (int)m_OriginalPosition.z;
+ int BlockZ = m_OriginalPosition.z;
if (BlockY < 0)
{
@@ -83,6 +83,15 @@ void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk) 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();
return;
diff --git a/source/FallingBlock.h b/source/FallingBlock.h index dd70eb1d1..b7d448327 100644 --- a/source/FallingBlock.h +++ b/source/FallingBlock.h @@ -23,6 +23,7 @@ class cFallingBlock : public:
CLASS_PROTODEF(cFallingBlock);
+ /// Creates a new falling block. a_BlockPosition is expected in world coords
cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
BLOCKTYPE GetBlockType(void) const { return m_BlockType; }
@@ -36,7 +37,7 @@ public: private:
BLOCKTYPE m_BlockType;
NIBBLETYPE m_BlockMeta;
- Vector3i m_OriginalPosition;
+ Vector3i m_OriginalPosition; // Position where the falling block has started, in world coords
} ;
diff --git a/source/Simulator/SandSimulator.cpp b/source/Simulator/SandSimulator.cpp index bed95029e..6ba33a9c1 100644 --- a/source/Simulator/SandSimulator.cpp +++ b/source/Simulator/SandSimulator.cpp @@ -53,6 +53,12 @@ void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun Pos.x = itr->x + BaseX; Pos.y = itr->y; Pos.z = itr->z + BaseZ; + /* + LOGD( + "Creating a falling block at {%d, %d, %d} of type %s, block below: %s", + Pos.x, Pos.y, Pos.z, ItemTypeToString(BlockType).c_str(), ItemTypeToString(BlockBelow).c_str() + ); + */ cFallingBlock * FallingBlock = new cFallingBlock(Pos, BlockType, a_Chunk->GetMeta(itr->x, itr->y, itr->z)); FallingBlock->Initialize(&m_World); a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0); |