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-rw-r--r--src/Entities/Floater.cpp52
1 files changed, 41 insertions, 11 deletions
diff --git a/src/Entities/Floater.cpp b/src/Entities/Floater.cpp
index ac7a82f91..5e3338968 100644
--- a/src/Entities/Floater.cpp
+++ b/src/Entities/Floater.cpp
@@ -9,11 +9,12 @@
-cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) :
+cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
m_PickupCountDown(0),
m_PlayerID(a_PlayerID),
- m_CanPickupItem(false)
+ m_CanPickupItem(false),
+ m_CountDownTime(a_CountDownTime)
{
SetSpeed(a_Speed);
}
@@ -36,17 +37,46 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
HandlePhysics(a_Dt, a_Chunk);
if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
{
- if ((!m_CanPickupItem) && (m_World->GetTickRandomNumber(100) == 0))
+ if (!m_CanPickupItem)
{
- SetPosY(GetPosY() - 1);
- m_CanPickupItem = true;
- m_PickupCountDown = 20;
- LOGD("Floater %i can be picked up", GetUniqueID());
- }
- else
- {
- SetSpeedY(0.7);
+ if (m_CountDownTime <= 0)
+ {
+ m_World->BroadcastSoundEffect("random.splash", (int) floor(GetPosX() * 8), (int) floor(GetPosY() * 8), (int) floor(GetPosZ() * 8), 1, 1);
+ SetPosY(GetPosY() - 1);
+ m_CanPickupItem = true;
+ m_PickupCountDown = 20;
+ m_CountDownTime = 100 + m_World->GetTickRandomNumber(800);
+ LOGD("Floater %i can be picked up", GetUniqueID());
+ }
+ else if (m_CountDownTime == 20) // Calculate the position where the particles should spawn and start producing them.
+ {
+ LOGD("Started producing particles for floater %i", GetUniqueID());
+ m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
+ m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
+ }
+ else if (m_CountDownTime < 20)
+ {
+ m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
+ m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
+ }
+
+ m_CountDownTime--;
+ if (m_World->GetHeight((int) GetPosX(), (int) GetPosZ()) == (int) GetPosY())
+ {
+ if (m_World->IsWeatherWet() && m_World->GetTickRandomNumber(3) == 0) // 25% chance of an extra countdown when being rained on.
+ {
+ m_CountDownTime--;
+ }
+ }
+ else // if the floater is underground it has a 50% chance of not decreasing the countdown.
+ {
+ if (m_World->GetTickRandomNumber(1) == 0)
+ {
+ m_CountDownTime++;
+ }
+ }
}
+ SetSpeedY(0.7);
}
SetSpeedX(GetSpeedX() * 0.95);
SetSpeedZ(GetSpeedZ() * 0.95);