diff options
Diffstat (limited to '')
-rw-r--r-- | src/Physics/Explodinator.cpp | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp index d68dc8541..1c6d61949 100644 --- a/src/Physics/Explodinator.cpp +++ b/src/Physics/Explodinator.cpp @@ -102,7 +102,7 @@ namespace Explodinator } /** Sets the block at the given position, updating surroundings. */ - static void DestroyBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock) + static void DestroyBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity) { const auto DestroyedMeta = a_Chunk.GetMeta(a_RelativePosition); @@ -113,12 +113,12 @@ namespace Explodinator a_Chunk.SetBlock(a_RelativePosition, a_NewBlock, 0); cChunkInterface Interface(a_World.GetChunkMap()); - cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta); + cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta, a_ExplodingEntity); } /** Sets the block at the given Position to air, updates surroundings, and spawns pickups, fire, shrapnel according to Minecraft rules. OK, _mostly_ Minecraft rules. */ - static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const unsigned a_Power, const bool a_Fiery) + static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { const auto DestroyedBlock = a_Chunk.GetBlock(a_Position); if (DestroyedBlock == E_BLOCK_AIR) @@ -150,7 +150,7 @@ namespace Explodinator if ((Below.y >= 0) && cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(Below))) { // Start a fire: - DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE); + DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE, a_ExplodingEntity); return; } } @@ -169,11 +169,11 @@ namespace Explodinator } } - DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR); + DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR, a_ExplodingEntity); } /** Traces the path taken by one Explosion Lazor (tm) with given direction and intensity, that will destroy blocks until it is exhausted. */ - static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Destination, const unsigned a_Power, const bool a_Fiery, float a_Intensity) + static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Destination, const unsigned a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity) { // The current position the ray is at. auto Checkpoint = a_Origin; @@ -206,7 +206,7 @@ namespace Explodinator break; } - DestroyBlock(*Neighbour, Position, a_Power, a_Fiery); + DestroyBlock(*Neighbour, Position, a_Power, a_Fiery, a_ExplodingEntity); // Adjust coordinates to be relative to the neighbour chunk: Checkpoint = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), Checkpoint); @@ -220,7 +220,7 @@ namespace Explodinator } /** Sends out Explosion Lazors (tm) originating from the given position that destroy blocks. */ - static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery) + static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { const auto Intensity = a_Power * (0.7f + GetRandomProvider().RandReal(0.6f)); const auto ExplosionRadius = CeilC((Intensity / StepAttenuation) * StepUnit); @@ -236,8 +236,8 @@ namespace Explodinator { for (int OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++) { - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, +ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity); - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, -ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, +ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity, a_ExplodingEntity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, -ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity, a_ExplodingEntity); } } @@ -263,10 +263,10 @@ namespace Explodinator { for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++) { - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(ExplosionRadius, OffsetY, Offset + 1), a_Power, a_Fiery, Intensity); - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(-ExplosionRadius, OffsetY, Offset), a_Power, a_Fiery, Intensity); - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset, OffsetY, ExplosionRadius), a_Power, a_Fiery, Intensity); - DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset + 1, OffsetY, -ExplosionRadius), a_Power, a_Fiery, Intensity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(ExplosionRadius, OffsetY, Offset + 1), a_Power, a_Fiery, Intensity, a_ExplodingEntity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(-ExplosionRadius, OffsetY, Offset), a_Power, a_Fiery, Intensity, a_ExplodingEntity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset, OffsetY, ExplosionRadius), a_Power, a_Fiery, Intensity, a_ExplodingEntity); + DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset + 1, OffsetY, -ExplosionRadius), a_Power, a_Fiery, Intensity, a_ExplodingEntity); } } } @@ -280,13 +280,13 @@ namespace Explodinator } } - void Kaboom(cWorld & a_World, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery) + void Kaboom(cWorld & a_World, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { - a_World.DoWithChunkAt(a_Position.Floor(), [a_Position, a_Power, a_Fiery](cChunk & a_Chunk) + a_World.DoWithChunkAt(a_Position.Floor(), [a_Position, a_Power, a_Fiery, a_ExplodingEntity](cChunk & a_Chunk) { LagTheClient(a_Chunk, a_Position, a_Power); DamageEntities(a_Chunk, a_Position, a_Power); - DamageBlocks(a_Chunk, AbsoluteToRelative(a_Position, a_Chunk.GetPos()), a_Power, a_Fiery); + DamageBlocks(a_Chunk, AbsoluteToRelative(a_Position, a_Chunk.GetPos()), a_Power, a_Fiery, a_ExplodingEntity); return false; }); |