108 lines
2.4 KiB
C++
108 lines
2.4 KiB
C++
#include "Globals.h"
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#include "FallingBlock.h"
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#include "World.h"
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#include "ClientHandle.h"
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#include "Simulator/SandSimulator.h"
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#include "Chunk.h"
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
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super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f, 0.98, 0.98),
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m_BlockType(a_BlockType),
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m_BlockMeta(a_BlockMeta),
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m_OriginalPosition(a_BlockPosition)
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{
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}
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bool cFallingBlock::Initialize(cWorld * a_World)
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{
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if (super::Initialize(a_World))
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{
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a_World->BroadcastSpawnEntity(*this);
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return true;
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}
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return false;
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}
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void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnFallingBlock(*this);
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}
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void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
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{
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float MilliDt = a_Dt * 0.001f;
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AddSpeedY(MilliDt * -9.8f);
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AddPosY(GetSpeedY() * MilliDt);
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = m_OriginalPosition.x;
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int BlockY = (int)(GetPosY() - 0.5);
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int BlockZ = m_OriginalPosition.z;
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if (BlockY < 0)
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{
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// Fallen out of this world, just continue falling until out of sight, then destroy:
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if (BlockY < 100)
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{
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Destroy(true);
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}
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return;
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}
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if (BlockY >= cChunkDef::Height)
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{
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// Above the world, just wait for it to fall back down
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return;
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}
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int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
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NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
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if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
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{
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// Fallen onto a block that breaks this into pickups (e. g. half-slab)
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// Must finish the fall with coords one below the block:
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
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Destroy(true);
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return;
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}
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else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
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{
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// Fallen onto a solid block
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/*
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LOGD(
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"Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
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BlockX, BlockY, BlockZ,
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BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
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ItemTypeToString(BlockBelow).c_str()
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);
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*/
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
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Destroy(true);
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return;
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}
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}
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