TNT fixes.

Other blocks can be placed next to TNT.
Explosions activate nearby TNT blocks.
TNT doesn't destroy bedrock, obsidian and liquid blocks.
Server doesn't crash when a TNT (or other entity) leaves the valid Y range.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1603 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-06-18 08:24:34 +00:00
parent c48b5c52ae
commit 547c341325
8 changed files with 85 additions and 69 deletions

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@ -2008,10 +2008,6 @@
RelativePath="..\source\blocks\BlockTallGrass.h" RelativePath="..\source\blocks\BlockTallGrass.h"
> >
</File> </File>
<File
RelativePath="..\source\Blocks\BlockTNT.h"
>
</File>
<File <File
RelativePath="..\source\blocks\BlockTorch.h" RelativePath="..\source\blocks\BlockTorch.h"
> >

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@ -56,7 +56,6 @@
#include "BlockCauldron.h" #include "BlockCauldron.h"
#include "BlockBrewingStand.h" #include "BlockBrewingStand.h"
#include "BlockCobWeb.h" #include "BlockCobWeb.h"
#include "BlockTNT.h"
#include "BlockDeadBush.h" #include "BlockDeadBush.h"
#include "BlockHopper.h" #include "BlockHopper.h"
@ -177,7 +176,6 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType); case E_BLOCK_STONE_SLAB: return new cBlockSlabHandler (a_BlockType);
case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType); case E_BLOCK_SUGARCANE: return new cBlockSugarcaneHandler (a_BlockType);
case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType); case E_BLOCK_TALL_GRASS: return new cBlockTallGrassHandler (a_BlockType);
case E_BLOCK_TNT: return new cBlockTNTHandler (a_BlockType);
case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType); case E_BLOCK_TORCH: return new cBlockTorchHandler (a_BlockType);
case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType); case E_BLOCK_VINES: return new cBlockVineHandler (a_BlockType);
case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType); case E_BLOCK_WALLSIGN: return new cBlockSignHandler (a_BlockType);

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@ -1,38 +0,0 @@
#pragma once
#include "BlockHandler.h"
#include "../Player.h"
#include "../TNTEntity.h"
class cBlockTNTHandler : public cBlockHandler
{
public:
cBlockTNTHandler(BLOCKTYPE a_BlockType)
: cBlockHandler(a_BlockType)
{
}
virtual void OnUse(cWorld * a_World, cPlayer *a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
{
if (a_Player->GetEquippedWeapon().m_ItemType == E_ITEM_FLINT_AND_STEEL)
{
a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
cTNTEntity *TNT = new cTNTEntity(a_BlockX,a_BlockY,a_BlockZ,4); //4 seconds to boom
TNT->Initialize(a_World);
a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
}
}
virtual bool IsUseable() override
{
return true;
}
};

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@ -12,6 +12,7 @@
#include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination #include "Generating/Trees.h" // used in cChunkMap::ReplaceTreeBlocks() for tree block discrimination
#include "BlockArea.h" #include "BlockArea.h"
#include "PluginManager.h" #include "PluginManager.h"
#include "TNTEntity.h"
#ifndef _WIN32 #ifndef _WIN32
#include <cstdlib> // abs #include <cstdlib> // abs
@ -1496,23 +1497,55 @@ bool cChunkMap::ForEachEntityInChunk(int a_ChunkX, int a_ChunkZ, cEntityCallback
cVector3iArray *cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ) cVector3iArray * cChunkMap::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
{ {
cBlockArea area; cBlockArea area;
cVector3iArray *BlocksAffected = new cVector3iArray(); cVector3iArray * BlocksAffected = new cVector3iArray();
int ExplosionSizeInt = (int) ceil(a_ExplosionSize); int ExplosionSizeInt = (int) ceil(a_ExplosionSize);
int ExplosionSizeSq = ExplosionSizeInt * ExplosionSizeInt;
BlocksAffected->reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt); BlocksAffected->reserve(8 * ExplosionSizeInt * ExplosionSizeInt * ExplosionSizeInt);
area.Read(m_World,a_BlockX - ExplosionSizeInt,a_BlockX + ExplosionSizeInt,a_BlockY - ExplosionSizeInt,a_BlockY + ExplosionSizeInt,a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt); area.Read(m_World, a_BlockX - ExplosionSizeInt, a_BlockX + ExplosionSizeInt, a_BlockY - ExplosionSizeInt, a_BlockY + ExplosionSizeInt, a_BlockZ - ExplosionSizeInt,a_BlockZ + ExplosionSizeInt);
for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++) for (int x = -ExplosionSizeInt; x < ExplosionSizeInt; x++)
{ {
for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++) for (int y = -ExplosionSizeInt; y < ExplosionSizeInt; y++)
{ {
if ((a_BlockY + y >= cChunkDef::Height) || (a_BlockY + y < 0))
{
// Outside of the world
continue;
}
for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++) for (int z = -ExplosionSizeInt; z < ExplosionSizeInt; z++)
{ {
if ((x*x + y*y + z*z) < (ExplosionSizeInt * ExplosionSizeInt)) if ((x * x + y * y + z * z) < ExplosionSizeSq)
{ {
area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z,E_BLOCK_AIR); switch (area.GetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z))
BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z)); {
case E_BLOCK_TNT:
{
// Activate the TNT, with a random fuse between 10 to 30 game ticks
float FuseTime = (float)(10 + m_World->GetTickRandomNumber(20)) / 20;
cTNTEntity * TNT = new cTNTEntity(a_BlockX, a_BlockY, a_BlockZ, FuseTime);
TNT->Initialize(m_World);
area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
break;
}
case E_BLOCK_OBSIDIAN:
case E_BLOCK_BEDROCK:
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
case E_BLOCK_STATIONARY_LAVA:
case E_BLOCK_LAVA:
{
// These blocks are not affected by explosions
break;
}
default:
{
area.SetBlockType(a_BlockX + x, a_BlockY + y, a_BlockZ + z, E_BLOCK_AIR);
BlocksAffected->push_back(Vector3i(a_BlockX + x, a_BlockY + y, a_BlockZ + z));
}
}
} }
} }
} }

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@ -211,26 +211,35 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{ {
//TODO Add collision detection with entities. // TODO Add collision detection with entities.
a_Dt /= 1000; a_Dt /= 1000;
Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ());
int BlockX = (int) floor(NextPos.x); int BlockX = (int) floor(NextPos.x);
int BlockY = (int) floor(NextPos.y); int BlockY = (int) floor(NextPos.y);
int BlockZ = (int) floor(NextPos.z); int BlockZ = (int) floor(NextPos.z);
//Make sure we got the correct chunk and a valid one. No one ever knows...
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
// TODO: Current speed should still be added to the entity position
// Otherwise TNT explosions in the void will still effect the bottommost layers of the world
return;
}
// Make sure we got the correct chunk and a valid one. No one ever knows...
cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ); cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ);
if (NextChunk != NULL) if (NextChunk != NULL)
{ {
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ );
if(!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block if (!g_BlockIsSolid[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
{ {
BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ ); BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ );
if(!g_BlockIsSolid[BlockBelow]) //Check if block below is air or water. if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water.
{ {
m_bOnGround = false; m_bOnGround = false;
} }
@ -353,14 +362,15 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
NextPos += (NextSpeed * a_Dt); NextPos += (NextSpeed * a_Dt);
} }
else else
{ // We didn't hit anything, so move =] {
// We didn't hit anything, so move =]
NextPos += (NextSpeed * a_Dt); NextPos += (NextSpeed * a_Dt);
} }
} }
BlockX = (int) floor(NextPos.x); BlockX = (int) floor(NextPos.x);
BlockZ = (int) floor(NextPos.z); BlockZ = (int) floor(NextPos.z);
NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ);
//See if we can commit our changes. If not, we will discard them. // See if we can commit our changes. If not, we will discard them.
if (NextChunk != NULL) if (NextChunk != NULL)
{ {
if (NextPos.x != GetPosX()) SetPosX(NextPos.x); if (NextPos.x != GetPosX()) SetPosX(NextPos.x);

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@ -4,6 +4,7 @@
#include "ItemHandler.h" #include "ItemHandler.h"
#include "../World.h" #include "../World.h"
#include "../Player.h" #include "../Player.h"
#include "../TNTEntity.h"
@ -27,9 +28,25 @@ public:
a_Player->UseEquippedItem(); a_Player->UseEquippedItem();
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); switch (a_World->GetBlock(a_BlockX, a_BlockY, a_BlockZ))
{
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 0); //0 -> new fire case E_BLOCK_TNT:
{
// Activate the TNT:
a_World->BroadcastSoundEffect("random.fuse", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
cTNTEntity * TNT = new cTNTEntity(a_BlockX, a_BlockY, a_BlockZ, 4); // 4 seconds to boom
TNT->Initialize(a_World);
a_World->SetBlock(a_BlockX,a_BlockY,a_BlockZ, E_BLOCK_AIR, 0);
break;
}
default:
{
// Light a fire next to the block:
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_FIRE, 0);
break;
}
}
return false; return false;
} }

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@ -41,7 +41,7 @@ void cTNTEntity::Initialize(cWorld * a_World)
void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle) void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
{ {
a_ClientHandle.SendSpawnObject(*this,50,1,0,0); //50 means TNT a_ClientHandle.SendSpawnObject(*this, 50, 1, 0, 0); // 50 means TNT
m_bDirtyPosition = false; m_bDirtyPosition = false;
m_bDirtySpeed = false; m_bDirtySpeed = false;
m_bDirtyOrientation = false; m_bDirtyOrientation = false;
@ -54,15 +54,15 @@ void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk) void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
{ {
super::Tick(a_Dt,a_Chunk); super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate(); BroadcastMovementUpdate();
float delta_time = a_Dt / 1000; //Convert miliseconds to seconds float delta_time = a_Dt / 1000; // Convert miliseconds to seconds
m_Counter += delta_time; m_Counter += delta_time;
if (m_Counter > m_MaxFuseTime) //Check if we go KABOOOM if (m_Counter > m_MaxFuseTime) // Check if we go KABOOOM
{ {
Destroy(); Destroy();
LOGD("BOOM at {%f,%f,%f}",GetPosX(),GetPosY(),GetPosZ()); LOGD("BOOM at {%f,%f,%f}", GetPosX(), GetPosY(), GetPosZ());
m_World->DoExplosiontAt(4.0,(int)floor(GetPosX()),(int)floor(GetPosY()),(int)floor(GetPosZ())); m_World->DoExplosiontAt(4.0, (int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()));
return; return;
} }
} }

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@ -736,8 +736,8 @@ bool cWorld::ForEachFurnaceInChunk(int a_ChunkX, int a_ChunkZ, cFurnaceCallback
void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ) void cWorld::DoExplosiontAt(float a_ExplosionSize, int a_BlockX, int a_BlockY, int a_BlockZ)
{ {
// TODO: Add damage to entities, add support for pickups, and implement block hardiness // TODO: Add damage to entities, add support for pickups, and implement block hardiness
Vector3d explosion_pos = Vector3d(a_BlockX,a_BlockY,a_BlockZ); Vector3d explosion_pos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
cVector3iArray * BlocksAffected = m_ChunkMap->DoExplosiontAt(a_ExplosionSize,a_BlockX,a_BlockY,a_BlockZ); cVector3iArray * BlocksAffected = m_ChunkMap->DoExplosiontAt(a_ExplosionSize, a_BlockX, a_BlockY, a_BlockZ);
BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f); BroadcastSoundEffect("random.explode", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.6f);
{ {
cCSLock Lock(m_CSPlayers); cCSLock Lock(m_CSPlayers);